By Tom McReynolds, David Blythe
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Additional info for Advanced Graphics Programming Techniques Using OpenGL
Thinking of a CSG Tree as a Sum of Products All unions can be rendered simply by finding the visible surfaces of the left and right subtrees and letting the depth test determine the visible surface. All products can be rendered by drawing the visible surfaces of each primitive in the product and trimming those surfaces with the volumes of the other primitives in the product. For example, to render A , B , the visible surfaces of A are trimmed by the complement of the volume of B, and the visible surfaces of B are trimmed by the volume of A.
Computing the argument values is straightforward. Divide the original width and height range by the number of tiles horizontally and vertically, and use those values to parametrically find the left, right, top, and bottom values for each tile. tilei; j ; i : 0 ! nTileshoriz ; j : 0 ! nTilesvert orig , leftorig i + 1 righttiled i = leftorig + rightnTiles horiz right orig , leftorig i lefttiled i = leftorig + nTiles horiz top , bottom orig orig toptiled j = bottomorig + j + 1 nTilesvert , bottomorig j bottomtiledj = bottomorig + toporignTiles vert In the equations above, each value of i and j corresponds to a tile in the scene.
1 Stereo Viewing Stereo viewing is a common technique to increase visual realism or enhance user interaction with 3D scenes. Two views of a scene are created, one for the left eye, one for the right. Some sort of viewing hardware is used with the display, so each eye only sees the view created for it. The apparent depth of objects is a function of the difference in their positions from the left and right eye views. When done properly, objects appear to have actual depth, especially with respect to each other.