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3D graphics eBook - Course Materials Repository

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Surface normal 210<br />

Normal in geometric optics<br />

The normal is an imaginary line perpendicular to the surface [1] of an<br />

optical medium. The word normal is used here in the mathematical<br />

sense, meaning perpendicular. In reflection of light, the angle of<br />

incidence is the angle between the normal and the incident ray. The<br />

angle of reflection is the angle between the normal and the reflected<br />

ray. That Normal force will then Be perpendicular to the surface<br />

References<br />

[1] "The Law of Reflection" (http:/ / www. glenbrook. k12. il. us/ gbssci/ phys/ Class/<br />

refln/ u13l1c. html). The Physics Classroom Tutorial. . Retrieved 2008-03-31.<br />

External links<br />

• An explanation of normal vectors (http:/ / msdn. microsoft. com/<br />

en-us/ library/ bb324491(VS. 85). aspx) from Microsoft's MSDN<br />

• Clear pseudocode for calculating a surface normal (http:/ / www. opengl. org/ wiki/<br />

Calculating_a_Surface_Normal) from either a triangle or polygon.<br />

Texel<br />

A texel, or texture element (also texture pixel) is the fundamental unit<br />

of texture space, [1] used in computer <strong>graphics</strong>. Textures are represented<br />

by arrays of texels, just as pictures are represented by arrays of pixels.<br />

Texels can also be described by image regions that are obtained<br />

through a simple procedure such as thresholding. Voronoi tesselation<br />

can be used to define their spatial relationships. This means that a<br />

division is made at the half-way point between the centroid of each<br />

texel and the centroids of every surrounding texel for the entire texture.<br />

The result is that each texel centroid will have a Voronoi polygon<br />

surrounding it. This polygon region consists of all points that are closer<br />

to its texel centroid than any other centroid. [2]<br />

Rendering With Texels<br />

When texturing a <strong>3D</strong> surface (a process known as texture mapping) the<br />

renderer maps texels to appropriate pixels in the output picture. On<br />

modern computers, this operation is accomplished on the <strong>graphics</strong><br />

processing unit.<br />

The texturing process starts with a location in space. The location can<br />

be in world space, but typically it is in Model space so that the texture<br />

moves with the model. A projector function is applied to the location to<br />

Diagram of specular reflection<br />

Voronoi polygons for a group of texels.<br />

Two different projector functions.

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