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Proceedings Paper

Vertex shading of the three-dimensional model based on ray-tracing algorithm
Author(s): Xiaoming Hu; Xinzhu Sang; Shujun Xing; Binbin Yan; Kuiru Wang; Wenhua Dou; Liquan Xiao
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Paper Abstract

Ray Tracing Algorithm is one of the research hotspots in Photorealistic Graphics. It is an important light and shadow technology in many industries with the three-dimensional (3D) structure, such as aerospace, game, video and so on. Unlike the traditional method of pixel shading based on ray tracing, a novel ray tracing algorithm is presented to color and render vertices of the 3D model directly. Rendering results are related to the degree of subdivision of the 3D model. A good light and shade effect is achieved by realizing the quad-tree data structure to get adaptive subdivision of a triangle according to the brightness difference of its vertices. The uniform grid algorithm is adopted to improve the rendering efficiency. Besides, the rendering time is independent of the screen resolution. In theory, as long as the subdivision of a model is adequate, cool effects as the same as the way of pixel shading will be obtained. Our practical application can be compromised between the efficiency and the effectiveness.

Paper Details

Date Published: 31 October 2016
PDF: 8 pages
Proc. SPIE 10022, Holography, Diffractive Optics, and Applications VII, 100222M (31 October 2016); doi: 10.1117/12.2246007
Show Author Affiliations
Xiaoming Hu, Beijing Univ. of Posts and Telecommunications (China)
Xinzhu Sang, Beijing Univ. of Posts and Telecommunications (China)
Shujun Xing, Beijing Univ. of Posts and Telecommunications (China)
Binbin Yan, Beijing Univ. of Posts and Telecommunications (China)
Kuiru Wang, Beijing Univ. of Posts and Telecommunications (China)
Wenhua Dou, National Univ. of Defense Technology (China)
Liquan Xiao, National Univ. of Defense Technology (China)


Published in SPIE Proceedings Vol. 10022:
Holography, Diffractive Optics, and Applications VII
Yunlong Sheng; Chongxiu Yu; Changhe Zhou, Editor(s)

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