Summary

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Summary

This chapter covered some of the important components to setting up a 3D environment, including materials and scalars to suit your needs. The material class is used to define the physical attributes and lighting factors for an object. This chapter covered the different types of primitives common in most 3D applications and selected two that you will be working with. The primitive classes ( Sphere and Triangle ) are used to define the model and the object class combines everything into one entity. You can now define primitives with materials and find the intersection with each primitive. The scene class encapsulates everything to control the rendering environment.

The scene can dynamically allocate lights and objects on the fly. The scene class will also hold the rendered information in an internal image buffer for file or video output. Now all you have to do is write an input method that will load in the geometry of the model, create a camera, apply a rendering algorithm, and begin rendering. This information will be the last piece of the puzzle, so let's continue with the next chapter.

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Focus On Photon Mapping
Focus On Photon Mapping (Premier Press Game Development)
ISBN: 1592000088
EAN: 2147483647
Year: 2005
Pages: 128
Authors: Marlon John

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