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Material Type: Notes; Class: Computer Graphics; Subject: Computer Science; University: Wellesley College; Term: Unknown 1998;
Typology: Study notes
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Lecture on Plane Geometry^1 As we’ve seen, CG usually breaks down a model into a large number of planar regions (quads and triangles). Even curved surfaces are ultimately rendered as a large number of planar facets. Very often the CG system then needs to do some additional geometry with the planes, such as determining if a ray of light (say from a spotlight), intersects the planar region. To do that, we need a bit of geometry. To motivate this, we will look at the following demo: ˜cs307/public_html/demos/animation/Laser.cc This program has an animation of a “UFO” flying over a field with a bar on it. It has a “photon torpedo” that it fires a random downward directions. We can animate the moving photon torpedo, but we need to determine when and where the torpedo intersects the field or the barn, so that we can draw the explosion.
1 Implicit Equation of a Plane
First, let’s see how to define the implicit equation of a plane. Let ^ be a specific point on the plane, any point, but one where we know the coordinate. Let be the normal vector for the plane. Here is an example: