3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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.