# Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

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1 Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling of a signal, and it's especially noticeable during animation Schedule Quiz 1: Tuesday October 26 th, in class (1 week from today!) nearest neighbor Review Session: Monday October 25 th, 7:3-9pm, 1-15 Assignment 6: due Wednesday November 3 rd mipmaps & linear interpolation RayTracer::traceRay confusion Questions? Vec3f RayTracer::traceRay(Ray &ray, float tmin, int bounces, float weight, OUTPUT: radiance (color & amount of light) along direction float indexofrefraction, Hit &hit) OUTPUT: intersection point scene->getgroup()->intersect(ray,hit,t) should only be called once, from within RayTracer::traceRay ** This will help you implement and debug fast raytracing (assignment 6)

10 3. "Z-Fail" Shadow Volumes 3. "Z-Fail" Shadow Volumes Start at infinity... Draw front-facing shadow polygons If z-fail, decrement counter Draw back-facing shadow polygons If z-fail, increment counter Introduces problems with far clipping plane Solved by clamping the depth during clipping... Optimizing Shadow Volumes Use silhouette edges only (edge where a back-facing & front-facing polygon meet) A L Limitations of Shadow Volumes Introduces a lot of new geometry Expensive to rasterize long skinny triangles Limited precision of stencil buffer (counters) for a really complex scene/object, the counter can overflow Objects must be watertight to use silhouette trick Rasterization of polygons sharing an edge must not overlap & must not have gap Questions? From last year s quiz: Check the boxes to indicate the features & limitations of each technique Next Time: Global Illumination: Radiosity & The Rendering Equation

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