Jump to content
Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 16 March 2014 - 09:55 AM
Posted 16 March 2014 - 10:26 AM
Posted 16 March 2014 - 01:26 PM
What I don't see however is how a picture is created using raw code. Could somebody enlighten me?
A) you don't understand how a rendering is accomplished (at all) using code
B) you don't understand how a scene/model can be described using code
C) you don't understand how something is drawn to the screen, or an image file
D) none of the above.
Posted 18 March 2014 - 07:20 AM
I don't really understand your question, but let me try a quick overview step by step.
An image is a rectangle filled with pixels. You can assign colors to pixels however you like. Eg: white to pixels whose Y coordinate is bigger than a value, black for the others. I guess that's easy to understand.
Now let's change the criteria. Say we have a 2D circle mathematically defined and we assign white to pixels that are inside and black to pixels that are outside (easy to test via the equation of a circle). Easy, right? We have the image of a circle.
The next step is steeper. Now we assume we have a 3D sphere defined mathematically and we give our pixels 3D coordinates (mathematically, we assume our pixels are in a 3D plane. Why not?). And our criteria now is: we shoot rays from a fixed 3D point and through the pixels, and if they intersect with the sphere we mark the pixel darker the further along the ray it intersects, or pure black if it doesn't intersect the sphere at all. You get something like this: http://www.geekshavefeelings.com/x/wp-content/uploads/2009/12/Diffuse-lighting-sphere.png .
Now, if instead of just marking the pixel darker the further the ray intersects, you compute how much light reaches that intersection point, you get something like: https://www.cl.cam.ac.uk/teaching/2000/AGraphHCI/AG/img/rtsph.gif.
And of course, by improving this criteria (using different lighting techniques, for example) and having more interesting models than just a 3D sphere, you can generate cool images.
Edited by Javier Meseguer de Paz, 18 March 2014 - 09:05 AM.
“We should forget about small efficiencies, say about 97% of the time; premature optimization is the root of all evil” - Donald E. Knuth, Structured Programming with go to Statements
"First you learn the value of abstraction, then you learn the cost of abstraction, then you're ready to engineer" - Ken Beck, Twitter
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.