Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site brl-tgr.ARPA Path: utzoo!watmath!clyde!cbosgd!ihnp4!qantel!dual!lll-crg!seismo!brl-tgr!gwyn From: gwyn@brl-tgr.ARPA (Doug Gwyn ) Newsgroups: net.graphics Subject: Re: ray casting Message-ID: <1529@brl-tgr.ARPA> Date: Mon, 16-Sep-85 16:31:41 EDT Article-I.D.: brl-tgr.1529 Posted: Mon Sep 16 16:31:41 1985 Date-Received: Thu, 19-Sep-85 06:33:48 EDT References: <1858@bmcg.UUCP> Organization: Ballistic Research Lab Lines: 21 > The problem is I can't get a handle on how objects are described when they're > ray traced. The description of 3-D objects is pretty much independent of ray tracing. Two common techniques are "combinatorial geometry" (typified by PADL-2), wherein solid primitives are combined with set operations (intersection, union, difference) to make up a composite object, and "boundary representation" (actually several different techniques), wherein the surface of an object is represented as a collection of surface patches, each of which is simply described (e.g. as a parametric bicubic). There are some more sophisticated approaches, too. Just how you trace rays depends on how you represent the object. In the case of combinatorial geometry, the simplest approach is to intersect the ray with every primitive solid (cylinder, cube, etc.) and perform Boolean operations on the pieces of the ray resulting from each primitive. In the case of a surface description, one might be able to simply solve the simultaneous equations for the ray and for the surface to determine the point of intersection. For more details, see Foley & Van Dam or some of the more tutorial articles in past issues of IEEE Computer Graphics & Applications. Brought to you by Super Global Mega Corp .com