ginaspider (ginaspider) wrote in algorithms,
ginaspider
ginaspider
algorithms

raytracer

So, I'm once again writing a ray-tracer. So far the only objects it supports are planes and spheres. My intent to support only polygons. So, I'm curious. A low-polygon polygonal object is going to look, pretty.. well- polygony (if you know what I mean). My plan was to take the ray-polygon intersections and blur the collision normal, depth (somehow) and other information between adjacent polygons. I was planing on doing this using the dot-product between the collision-to-adjacent-polygons-far-edge vector and the collision-to-adjacent-polygons-near-edge vector as a bias for bluring. Is this how smoothing polygon-meshes is normally done? It seems like there'd be a better solution. What do you people think?
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  • 5 comments
You should use something like Phong interpolation.
ahh, thank you very much.
IAWTP.

what does it mean - ray-tracer?
have a look at http://en.wikipedia.org/wiki/Ray_tracing

Basically it's an algorithm for simulating light backwards to generate 3d pictures.