By Tom McReynolds, David Blythe
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Extra resources for Advanced Graphics Programming Techniques Using OpenGL
This distance is called the fusion distance. At this distance objects in the scene will appear to be on 25 Programming with OpenGL: Advanced Rendering IOD Angle Fusion distance Figure 16. Stereo Viewing Geometry the front surface of the display (“in the glass”). Objects farther than the fusion distance from the viewer will appear to be “behind the glass” while objects in front will appear to float in front of the display. The latter illusion is harder to maintain, since real objects visible to the viewer beyond the edge of the display tend to destroy the illusion.
This section reviews some of the details of OpenGL texturing support, outline some considerations when using texturing and suggest some interesting algorithms using texturing. 1 Review OpenGL supports texture images which are 1D or 2D and have dimensions that are a power of two. Some implementations have been extended to support 3D and 4D textures. Texture coordinates are assigned to the vertices of all primitives (including the raster position of pixel images). The texture coordinates are part of a three dimensional homogeneous coordinate system (s,t,r,q ).
The nth front surface of a k-convex primitive is denoted Anf , and the nth back surface is Anb . Because a solid may vary in convexity when viewed from different directions, accurately representing the convexity of a primitive may be difficult and may also involve reevaluating the CSG tree at each new view. Instead, the algorithm must be given the maximum possible convexity of a primitive, and draws the nth visible surface by using a counter in the stencil planes. The CSG tree must be further reduced to a “sum of partial products” by converting each product to a union of products, each consisting of the product of the visible surfaces of the target primitive with the remaining terms in the product.
Advanced Graphics Programming Techniques Using OpenGL by Tom McReynolds, David Blythe