资源说明:To accurately render a two-dimensional image of a
three-dimensional scene, global illumination information
that affects the intensity of each pixel of the image
must be known at the time the intensity is calculated.
In a simplified form, this information is stored in a tree
of "rays" extending from the viewer to the first surface
encountered and from there to other surfaces and to
the light sources. A visible surface algorithm creates
this tree for each pixel of the display and passes it to
the shader. The shader then traverses the tree to
determine the intensity of the light received by the
viewer. Consideration of all of these factors allows the
shader to accurately simulate true reflection, shadows,
and refraction, as well as the effects simulated by
conventional shaders. Anti-aliasing is included as an
integral part of the visibility calculations. Surfaces
displayed include curved as well as polygonal surfaces.
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