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ray casting การใช้

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  • One important advantage ray casting offered over older cones and spheres.
  • This algorithm has since been termed " ray casting ".
  • This gallery represents a collection of images rendered using high quality volume ray casting.
  • Ray casting is the most basic of many computer graphics texture maps or other methods.
  • The first ray casting algorithm used for rendering was presented by Arthur Appel in 1968.
  • If a mathematical surface can be intersected by a ray, it can be rendered using ray casting.
  • It utilizes both the slice based as well as the GPU ray casting approach to visualize the volume data.
  • The high speed of calculation made ray casting a handy rendering method in early real-time 3D video games.
  • Most implementations of the ray casting algorithm consecutively check intersections of a ray with all sides of the polygon in turn.
  • This technique is relatively fast in software at the cost of less accurate sampling and potentially worse image quality compared to ray casting.
  • Examples include screen-to-world ray casting, world-to-subspace-to-world object transformations, and physical simulations.
  • It is also possible to approximate the equation using ray casting in a different way than what is traditionally considered to be " ray tracing ".
  • An early description of the problem in computer graphics shows two common approaches ( ray casting and angle summation ) in use as early as 1974.
  • Commonly the crisp appearance of volume ray casting images distinguishes them from output of texture mapping VR due to higher accuracy of volume ray casting renderings.
  • Commonly the crisp appearance of volume ray casting images distinguishes them from output of texture mapping VR due to higher accuracy of volume ray casting renderings.
  • The idea behind ray casting is to shoot rays from the eye, one per pixel, and find the closest object blocking the path of that ray.
  • An early use of Appel's ray casting rendering algorithm was by Mathematical Applications Group, Inc ., ( MAGI ) of Elmsford, New York.
  • It did not apply textures to the floor and ceiling, and the ray casting restricted walls to a fixed height, and levels were all on the same plane.
  • With such power, virtually any algorithm with steps that can be performed in parallel, such as volume ray casting or tomographic reconstruction, can be performed with tremendous acceleration.
  • They were not capable of full 3D rendering, but used ray casting 2.5D techniques to draw the environment and textures to render the environment instead of simple wire-frame models or solid colors.
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