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1999
In computer graphics, it is often an advantage to calculate reflections directly, especially when the application is time-critical or when line graphics have to be displayed. We specify formulas and parametric equations for the reflection on spheres and cylinders of revolution. The manifold of all reflected rays is the normal congruence of an algebraic surface of order four. Their catacaustic surfaces are given explicitly. The calculation of the reflex of a space point leads to an algebraic equation of order four. The up to four practical solutions are calculated exactly and efficiently. The generation of reflexes of straight lines is optimized. Finally, reflexes of polygons are investigated, especially their possible overlappings. Such reflexes are the key for the reflection of polyhedra and curved surfaces. We describe in detail how to display their contours.
1999
In computer graphics, it is often an advantage to calculate re∞ections directly, especially when the application is time-critical or when line graphics have to be displayed. We specify formulas and parametric equations for the re∞ection on spheres and cylinders of revolution. The manifold of all re∞ected rays is the normal congruence of an algebraic surface of order four. Their catacaustic surfaces are given explicitly. The calculation of the re∞ex of a space point leads to an algebraic equation of order four. The up to four practical solutions are calculated exactly and e-ciently. The generation of re∞exes of straight lines is optimized. Finally, re∞exes of polygons are investigated, especially their possible overlappings. Such re∞exes are the key for the re∞ection of polyhedra and curved surfaces. We describe in detail how to display their contours.
Proceedings of the 25th annual conference on Computer graphics and interactive techniques - SIGGRAPH '98, 1998
Global view-dependent illumination phenomena, in particular reflections, greatly enhance the realism of computer-generated imagery. Current interactive rendering methods do not provide satisfactory support for reflections on curved objects.
Astronomy Quarterly
In computer graphics, it is often an advantage to calculate refractions directly, especially when the application is time-critical or when line graphics have to be displayed. We specify efficient formulas and parametric equations for the refraction on straight lines and planes. Furthermore, we develop a general theory of refractions, with reflections as a special case. In the plane case, all refracted rays are normal to a characteristic conic section. We investigate the relation of this conic section and the diacaustic curve. Using this, we can deduce properties of reciprocal refraction and a virtual object transformation that makes it possible to produce 2D-refraction images with additional depth information. In the three-dimensional case, we investigate the counter image of a straight line. It is a very special ruled surface of order four. This yields results on the order of the refrax of algebraic curves and on the shading of refracted polygons. Finally, we provide a formula for the diacaustic of a circle.
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
The Research paper contains a brief introduction about 2D reflection or transformation along with the better or less complex algorithm in Computer Graphics. 2D reflection is used for manipulating, repositioning, changing size, rotating and also to get the mirror image of the real-world object which are stored in the form of images in a computer. Suggesting a less complex algorithm to make it easier to understand or for manipulating images more efficiently according to the user needs.
Asia-Pacific Forum on Science Learning and Teaching, 2004
This paper discusses the basic concepts of reflection and its related concepts in optics. It aims at providing examples on how to apply the principle of reflection in geometry. Explorations of the concepts involved via dynamic geometry software are also included.
Computers & Graphics, 2004
The language of geometric algebra can be used in the development of computer graphics applications. This paper proposes a method to describe a 3D polygonal mesh model using a representation technique based on geometric algebra and the conformal model of the 3D Euclidean space. It describes also the stages necessary to develop an application that uses this formalism. The current application was used to validate the implementation of the main abstract operations characteristic to a geometric algebra computational environment (programming module GAP). The data structures that characterize this geometric algebra based modeling approach as well as the implementation of geometric algebra based methods for model visualization/transformation are developed in detail. The paper emphasizes the elegance and generality of the geometric algebra approach referring also to the necessary computational resources.
Computer-Aided Design, 1995
Lecture Notes in Computer Science, 2016
In this paper we present a new, simple, method for creating digital 3D surfaces of revolution. One can choose the topology of the surface that may have 0, 1 or no tunnels. The denition we propose is not limited to circles as curves of revolution but can be extended to any type of implicit curves.
Line intersection with convex and un-convex polygons or polyhedron algorithms are well known as line clipping algorithms and very often used in computer graphics. Rendering of geometrical problems often leads to ray tracing techniques, when an intersection of many lines with spheres or quadrics is a critical issue due to ray-tracing algorithm complexity. A new formulation of detection and computation of the intersection of line (ray) with a quadric surface is presented, which separates geometric properties of the line and quadrics that enables pre-computation. The presented approach is especially convenient for implementation with SSE instructions or on GPU.
Geometric Algebra Computing, 2010
We illustrate the suitability of geometric algebra for representing structures and developing algorithms in computer graphics, especially for engineering applications. A number of example applications are reviewed. Geometric algebra unites many underpinning mathematical concepts in computer graphics such as vector algebra and vector fields, quaternions, kinematics and projective geometry, and it easily deals with geometric objects, operations and transformations. Not only are these properties important for computational engineering, but also for the computational point-of-view they provide. We also include the potential of geometric algebra for optimizations and highly efficient implementations.
2004
Early in the development of computer graphics it was realized that projective geometry is suited quite well to represent points and transformations. Now, maybe another change of paradigm is lying ahead of us based on Geometric Algebra. If you already use quaternions or Lie algebra in additon to the well-known vector algebra, then you may already be familiar with some of the algebraic ideas that will be presented in this tutorial. In fact, quaternions can be represented by Geometric Algebra, next to a number of other algebras like complex numbers, dual-quaternions, Grassmann algebra and Grassmann-Cayley algebra. In this half day tutorial we will emphasize that Geometric Algebra
International Journal of Computer Vision, 1990
A b s t r a c t . This paper presents an algorithm for computing the exact aspect graph of an opaque solid bounded by a smooth algebraic surface and observed under orthographic projection. The algorithm uses curve tracing, cell decomposition, and ray tracing to construct the regions of the view sphere delineated by visual events. It has been fully implemented, and examples are presented.
We present a new method to compute interactive reflections on curved objects. The approach cre- ates virtual reflected objects which are blended into the scene. We use a property of the reflection ge- ometry which allows us to efficiently and accu- rately find the point of reflection for every reflected vertex, using only reflector geometry and normal information. This reflector information is stored in a pair of appropriate cubemaps, thus making it available during rendering. The implementation presented achieves interactive rates on reasonably- sized scenes. In addition,we introduce an interpola- tion method to control the accuracy of our solution depending on the required frame rate.
International Journal of Pure and Apllied Mathematics, 2013
The present paper describes an approach to geometric modelling, in which the representation of solids is hybrid and consists of an easily expandable collection of representations. We also consider an experimental prototype of a framework for the development of systems for geometric modelling based on open hybrid representation schemes. We present a method for creating software-hardware (hybrid) systems based on this approach.
National Conference on Artificial Intelligence, 1990
A b s t r a c t . This paper presents an algorithm for computing the exact aspect graph of an opaque solid bounded by a smooth algebraic surface and observed under orthographic projection. The algorithm uses curve tracing, cell decomposition, and ray tracing to construct the regions of the view sphere delineated by visual events. It has been fully implemented, and examples are presented.
1999
This article presents a brief introduction to the classical geometry of ruled surfaces with emphasis on the Klein image and studies aspects which arise in connection with a computational treatment of these surfaces. As ruled surfaces are one parameter families of lines, one can apply curve theory and algorithms to the Klein image, when handling these surfaces. We study representations of rational ruled surfaces and get efficient algorithms for computation of planar intersections and contour outlines. Further, low degree boundary curves, useful for tensor product representations, are studied and illustrated at hand of several examples. Finally, we show how to compute efficiently low degree rational G 1 ruled surfaces. ᭧
ACM Siggraph Computer Graphics, 1985
A new method for ray tracing parametric surfaces is presented. The new algorithm solves the ray surface intersection directly using multivariate Newton iteration. This provides enough generality to render surfaces which could not be ray traced using existing methods. To overcome the problem of finding a starting point for the Newton algorithm, techniques from Interval Analysis are employed. The results are presented in terms of solving a general nonlinear system of equations f(x) = 0, and thus can be extended to a large class of problems which arise in computer graphics.
2003
Computations of 3D Euclidean geometry can be performed using various computational models of different effectiveness. In this paper we compare five alternatives: 3D linear algebra, 3D geometric algebra, a mix of 4D homogeneous coordinates and Plücker coordinates, a 4D homogeneous model using geometric algebra, and the 5D conformal model using geometric algebra. Higher dimensional models and models using geometric algebra can express geometric primitives, computations and constructions more elegantly, but this elegance may come at a performance penalty. We explore these issues using the implementation of a simple ray tracer as our practical goal and guide. We show how to implement the most important geometric computations of the ray tracing algorithm using each of the five models and benchmark each implementation. 1 * Suggestion for short CG&A title: Modeling 3D Euclidean geometry. 1 Suggestion for 25 word CG&A abstract: 3D Euclidean geometry can be modeled in several ways. We compare the elegance and performance of five such models in a ray tracing application.
2006
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