Codebase list dx / scrub-obsolete/main help / dxall1129
scrub-obsolete/main

Tree @scrub-obsolete/main (Download .tar.gz)

dxall1129 @scrub-obsolete/mainraw · history · blame

#!F-adobe-helvetica-medium-r-normal--18*
#!N 
#!CSlateBlue #!N  #!Rrendchp Rendering #!N 
#!EC #!N #!N This chapter describes the Data Explorer rendering model, 
introduces additional elements of the data model relevant only to rendering, 
and describes routines for manipulating data structures for rendering. (For descriptions 
of these routines, see  #!Lallr,dxall1162 h Data Explorer Library Routines  #!EL  .) #!N #!N The Data Explorer 
renderer is designed for data visualization. For example, it directly renders 
scenes described by the Data Explorer data model (see  #!Ldatmod,dxall197 h Understanding the Data Model  #!EL  ). 
The renderer handles all combinations of Groups and Fields as input 
Objects. The members of a Group or of a subclass of 
a Group (e.g., Series and Composite Fields) are combined into one 
image by the renderer. #!N #!N Rendering a scene involves fours 
steps: #!N #!I0 #!N  #!F-adobe-times-medium-r-normal--18*   #!N #!N #!I30 #!N 1. Transformation 
to  #!F-adobe-times-medium-i-normal--18*   world coordinates #!EF --Applying transforms specified by transform nodes 
in the Object. #!N #!I30 #!N 2. Shading--Assigning colors to the 
vertices, using the intrinsic surface colors, surface normals, surface properties specified 
by Field components, and lights specified by Light Objects. #!N #!I30 
#!N 3. Transformation to  #!F-adobe-times-medium-i-normal--18*   image coordinates #!EF --Applying transforms specified 
by a camera Object. #!N #!I30 #!N 4. Tiling--Generating an image 
by interpolating point colors and opacities across faces, and rendering volumes 
with a rendering algorithm. #!N #!I0 #!N #!EF #!N #!N #!N 
#!N  #!F-adobe-times-medium-i-normal--18*   Next Topic #!EF #!N #!N  #!Ltransec,dxall1130 h Transformation  #!EL  #!N  #!F-adobe-times-medium-i-normal--18*   #!N