Graphics Reference
In-Depth Information
Figure 12.11. Two images created from four vertices.
So instead of drawing a non-planar quad as two creased triangles
(Figure 12.11 (left)), it would be drawn as a smooth bilinear surface
(Figure 12.11 (right)).
Notice that you can also interpolate vertex colors this way. This
is useful in data visualization, where we affectionately call this object a
“superquad.”
3. In Figure 12.10 we showed the silhouete edges of the Stanford bunny.
Take another .obj file that describes an object with adjacency and imple-
ment the silhouete edges of that object. What happens to the silhouete
edges as you move the object around?
4. In the Chapter 15 we describe the hedgehog plot application of geometry
shaders. Work through this example and apply it to an object of your
choice. See if you can create a more realistic version of hair (color, light-
ing, shading) than the very simple one given there.
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