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Solid Texture Mapping
| Content Provider | Scilit |
|---|---|
| Author | Shirley, Peter Morley, R. Keith |
| Copyright Year | 2003 |
| Description | To make our images more realistic, we need to give the objects material properties, and we need to give the environment lighting. For now, we will assume objects are matte, i.e., that they are not shiny. To do this, we will give objects each a color R(p) that can vary with position p. For example, the colors of a magazine cover vary over position and can be described by a function R. Your ray tracer should just return R(p) when it intersects an object at point p. For many solid–colored objects, R(p) is just a constant. But for objects with texture, we should expect R(p) to vary as p moves across a surface. One way to do this is to create a solid texture that defines an RGB at every point in 3D space. When a ray hits a surface at p, this function can be evaluated and the return value can be used for R(p). Such a strategy is clearly suitable for surfaces that are "carved" from a solid medium, such as a marble sculpture. In this chapter, we describe how to add interesting solid textures to your system. More traditional surface textures are covered in the next chapter. Note that for software engineering reasons we consider solid–color objects just to be a simple case of texture, so we think of all objects as textured. Book Name: Realistic Ray Tracing |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2010-0-47304-1&isbn=9781439864449&doi=10.1201/9781439864449-5&format=pdf |
| Ending Page | 94 |
| Page Count | 16 |
| Starting Page | 79 |
| DOI | 10.1201/9781439864449-5 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2003-07-07 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Realistic Ray Tracing Visual and Performing Arts Function Return Colored Objects Solid Texture |
| Content Type | Text |
| Resource Type | Chapter |