Path: utzoo!attcan!utgpu!news-server.csri.toronto.edu!mailrus!ncar!elroy.jpl.nasa.gov!usc!zaphod.mps.ohio-state.edu!lavaca.uh.edu!nntppost From: jet@karazm.math.uh.edu (J. Eric Townsend) Newsgroups: comp.graphics Subject: 'nother "obvious" question about ray-tracing Message-ID: <1990Sep23.181442.16705@lavaca.uh.edu> Date: 23 Sep 90 18:14:42 GMT Sender: nntppost@lavaca.uh.edu (NNTP Posting Service) Organization: University of Houston -- Department of Mathematics Lines: 22 I'm curious as to how you actually generate "eye-rays". Given 3space, with the eye a point in 3space and some window with resolution (max,maxy); I suspect I should build a vector from the eye to a point (X,Y) in the window plane. So if I have Plane = (Xp,Yp,Zp) and Eye = (Xe,Ye,Ze) (with i,j,k unit): v = | Xp - Xe| i + | Yp - Ye| j + | Zp - Ze| k This might seem like a painfully obvious question, but I'm (re)learning math as a function of programming. :-) In case you're curious, I'm writing a simple exhaustive ray-tracer to drive various parallel memory management system benchmarks. I hope that it will grow into a "real" parallel raytracer (future thesis plans :-). -- J. Eric Townsend -- University of Houston Dept. of Mathematics (713) 749-2120 Internet: jet@uh.edu Bitnet: jet@UHOU Skate UNIX(r)