Calculus 3
Imagine that you are designing the shading algorithm for a 3D com- puter game. The shading algorithm should be very simple. Imagine that we have a very simple planar triangular surface made by three vertices A(3,0,0), B(0,5,0), C(0,0,6), the surface is painted red but depending on how a source of light is hitting the surface and the posi- tion of the camera, we will see a bright red or a dark red. Suppose the light source is located at the point L(1,1, 10) and the cam- era is located at position P(x, y, z). With this information we can compute the brightness of the surface with respect to the camera as a function of the angle that form the light source with respect to the surface and the angle that form the camera with respect to the surface. Let us analyze this. You will need to compute the angle a that form the light source with respect to the surface. Then you will need to compute the angle B that form the camera with respect to the surface. Then consider the cosine of the difference cos(a - b). So if you an index of 100 will be the brightest red and 0 is the darkest red then, 100cos(a - b) will be the shade of the color with respect to the camera. Find the equation of the shading given the above information as a function of the position of the camera x, y, z
Answer
- The questioner was satisfied and accepted the answer, or
- The answer was disputed, but the judge evaluated it as 100% correct.
1 Attachment
- answered
- 416 views
- $5.00
Related Questions
- A bicycle with 18in diameter wheels has its gears set so that the chain has a 6 in. Radius on the front sprocket and 4 in radius on the rear sprocket. The cyclist pedals at 180 rpm.
- Variation of Parameter for Variable Coefficient Equation
- Uniform convergence of functions
- Find $\int x \sqrt{1-x}dx$
- Help with Norms
- There are two questions about calculus
- Volume of the solid of revolution
- Find the derivative of the function $f(x)=\sqrt{\sin^2x+e^x+1}$