3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository 3D graphics eBook - Course Materials Repository
Stencil codes 197 topologies: This may be useful for achieving perpetual boundary conditions, which simplifys certain physical models. Example: 2D Jacobi Iteration To illustrate the formal definition, we'll have a look at how a two dimensional Jacobi iteration can be defined. The update function computes the arithmetic mean of a cell's four neighbors. In this case we set off with an initial solution of 0. The left and right boundary are fixed at 1, while the upper and lower boundaries are set to 0. After a sufficient number of iterations, the system converges against a saddle-shape. Data dependencies of a selected cell in the 2D array.
Stencil codes 198 Stencils The shape of the neighborhood used during the updates depends on the application itself. The most common stencils are the 2D or 3D versions of the Von Neumann neighborhood and Moore neighborhood. The example above uses a 2D von Neumann stencil while LBM codes generally use its 3D variant. Conway's Game of Life uses the 2D Moore neighborhood. That said, other stencils such as a 25-point stencil for seismic wave propagation [5] can be found, too. 9-point 2D stencil 5-point 2D stencil 6-point 3D stencil 25-point 3D stencil
- Page 151 and 152: Ray casting 146 the light will reac
- Page 153 and 154: Ray tracing 148 Typically, each ray
- Page 155 and 156: Ray tracing 150 independence of eac
- Page 157 and 158: Ray tracing 152 On June 12, 2008 In
- Page 159 and 160: Reflection 154 Reflection Reflectio
- Page 161 and 162: Reflection 156 Glossy Reflection Fu
- Page 163 and 164: Reflection mapping 158 Cube mapping
- Page 165 and 166: Render Output unit 160 Render Outpu
- Page 167 and 168: Rendering 162 • indirect illumina
- Page 169 and 170: Rendering 164 Ray tracing Ray traci
- Page 171 and 172: Rendering 166 Academic core The imp
- Page 173 and 174: Rendering 168 • 1984 Distributed
- Page 175 and 176: Retained mode 170 Retained mode In
- Page 177 and 178: Scanline rendering 172 Comparison w
- Page 179 and 180: Screen Space Ambient Occlusion 174
- Page 181 and 182: Screen Space Ambient Occlusion 176
- Page 183 and 184: Shadow mapping 178 Algorithm overvi
- Page 185 and 186: Shadow mapping 180 Drawing the scen
- Page 187 and 188: Shadow mapping 182 Further reading
- Page 189 and 190: Shadow volume 184 There is also a p
- Page 191 and 192: Shadow volume 186 The depth fail me
- Page 193 and 194: Silhouette edge 188 Silhouette edge
- Page 195 and 196: Specular highlight 190 Specular hig
- Page 197 and 198: Specular highlight 192 normalized o
- Page 199 and 200: Sphere mapping 194 Sphere mapping I
- Page 201: Stencil codes 196 Stencil codes Ste
- Page 205 and 206: Stencil codes 200 [7] Wellein, G et
- Page 207 and 208: Subdivision surface 202 used a four
- Page 209 and 210: Subsurface scattering 204 Subsurfac
- Page 211 and 212: Subsurface scattering 206 External
- Page 213 and 214: Surface normal 208 If a (possibly n
- Page 215 and 216: Surface normal 210 Normal in geomet
- Page 217 and 218: Texture filtering 212 Texture filte
- Page 219 and 220: Texture mapping 214 Texture mapping
- Page 221 and 222: Texture mapping 216 constant distan
- Page 223 and 224: Texture synthesis 218 • Structure
- Page 225 and 226: Texture synthesis 220 Pattern-based
- Page 227 and 228: Texture synthesis 222 • Micro-tex
- Page 229 and 230: UV mapping 224 A UV map can either
- Page 231 and 232: Vertex 226 Polytope vertices are re
- Page 233 and 234: Vertex Buffer Object 228 //Make the
- Page 235 and 236: Vertex Buffer Object 230 GLuint sha
- Page 237 and 238: Vertex Buffer Object 232 vertexes *
- Page 239 and 240: Virtual actor 234 Virtual actor A v
- Page 241 and 242: Virtual actor 236 exercises, and ev
- Page 243 and 244: Volume rendering 238 Volume ray cas
- Page 245 and 246: Volume rendering 240 Maximum intens
- Page 247 and 248: Volume rendering 242 Image-based me
- Page 249 and 250: Volumetric lighting 244 References
- Page 251 and 252: Voxel 246 • Outcast, a game made
Stencil codes 197<br />
topologies:<br />
This may be useful for achieving perpetual boundary conditions, which simplifys certain physical models.<br />
Example: 2D Jacobi Iteration<br />
To illustrate the formal definition, we'll have a look at how a two<br />
dimensional Jacobi iteration can be defined. The update function<br />
computes the arithmetic mean of a cell's four neighbors. In this case we<br />
set off with an initial solution of 0. The left and right boundary are<br />
fixed at 1, while the upper and lower boundaries are set to 0. After a<br />
sufficient number of iterations, the system converges against a<br />
saddle-shape.<br />
Data dependencies of a selected cell in the 2D<br />
array.