In the exciting era of video games, it is essential to understand the technology behind them. As computer graphics have enhanced, the need for efficient rendering techniques has become clear.
Triangles have emerged as the building blocks for creating 3D environments in popular game development engines like Unity and Unreal Engine.
3D graphics, simulations, and animations are part of the complex processes that use mathematics and computational algorithms. At the core of this complex process are simple geometric elements that are just lines and triangles.
A line in a 2D coordinate system can be drawn using a digital differential analyzer (DDA) algorithm. It determines which points in a 2D grid should be highlighted best to represent a line between the two given points.
The DDA algorithm works by sampling at regular intervals in either
Start with the two points, say
Calculate the difference in
Determine the number of steps to be taken as the absolute maximum difference between the two points
If
If
Divide the total difference in
To increment the values of
If the slope
If the slope
If the slope
Repeat the process for the total number of steps to get all the pixels that the line passes through.
A triangle can easily be drawn by connecting three lines.
Let's say we have three points, A, B, and C, forming the triangle's vertices. You can follow the steps mentioned above to draw a line from A to B, B to C, and C to A. It will give us an outline for the triangle.
Now, we need to determine whether the pixel lies inside the triangle. We can use the line equation to determine which pixel should be illuminated.
Replace the values of
Pick any random point and replace the
If
If
If
Establishing a consistent orientation and understanding the concept of normal is essential to determine whether a point lies inside or outside the triangle.
There are two approaches to triangle orientation.
Normal will point outward (away from the triangle).
Inside of the triangle will be on the left side of the edges.
Normal will point inward (towards the triangle).
The inside of the triangle will be on the right side of the edges.
The point-in triangle test is a method used to determine whether a given point lies inside, outside, or on the boundary of the triangle.
A point
Note:
The above equation may produce inaccurate results if the triangle’s orientation is inconsistent.
Thus, it is essential to establish a consistent orientation for the triangle and its vertices to ensure the accuracy of the test.
The above approach can be applied to each triangle in a 3D model, filling in all the pixels that make up the visible surface of the model.
In 3D graphics, hundreds of thousands to millions of triangles are rendered like this in every frame to create the detailed and complex images we see in video games and simulations.
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