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Ray casting

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Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980.

Image and object order renderingImage and object order renderingIn computer graphics, image orderalgorithms iterate over the pixels in the image to be produced, rather than the elements in the scene to be rendered. Object order algorithms are those that iterate over the elements in the scene to be rendered, rather than the pixels in the image to be produced. For typical rendering applications, the scene contains many fewer elements (e.g. geometric primitives) than image pixels.Rendering (computer graphics)Rendering (computer graphics)Producing images of 3D scenesAn image rendered using POV-Ray 3.6An architectural visualization rendered in multiple styles using BlenderRendering is the process of generating an image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "rendering").Computer graphicsComputer graphicsComputer graphics (CG) deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science.Ray (optics)Ray (optics)In optics, a ray is an idealized geometrical model of light or other electromagnetic radiation, obtained by choosing a curve that is perpendicular to the wavefronts of the actual light, and that points in the direction of energy flow. Rays are used to model the propagation of light through an optical system, by dividing the real light field up into discrete rays that can be computationally propagated through the system by the techniques of ray tracing.Geometric modelingGeometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. The shapes studied in geometric modeling are mostly two- or three-dimensional (solid figures), although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling is done with computers and for computer-based applications.3D projection3D projectionA 3D projection (or graphical projection) is a design technique used to display a three-dimensional object (3D object) on a two-dimensional plane. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane. 3D projections use the primary qualities of an object's basic shape to create a map of points, that are then connected to one another to create a visual element.Ray tracing (graphics)Ray tracing (graphics)In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and produce higher-fidelity images than scanline rendering methods.Projective geometryProjective geometryIn mathematics, projective geometry is the study of geometric properties that are invariant with respect to projective transformations. This means that, compared to elementary Euclidean geometry, projective geometry has a different setting (projective space) and a selective set of basic geometric concepts.Affine transformationAffine transformationIn Euclidean geometry, an affine transformation or affinity (from the Latin, , "connected with") is a geometric transformation that preserves lines and parallelism, but not necessarily Euclidean distances and angles.Constructive solid geometryConstructive solid geometryConstructive solid geometry (CSG; formerly called computational binary solid geometry) is a technique used in solid modeling. Constructive solid geometry allows a modeler to create a complex surface or object by using Boolean operators to combine simpler objects, potentially generating visually complex objects by combining a few primitive ones. In 3D computer graphics and CAD, CSG is often used in procedural modeling.HomographyHomographyIn projective geometry, a homography is an isomorphism of projective spaces, induced by an isomorphism of the vector spaces from which the projective spaces derive. It is a bijection that maps lines to lines, and thus a collineation. In general, some collineations are not homographies, but the fundamental theorem of projective geometry asserts that is not so in the case of real projective spaces of dimension at least two.Intersection (geometry)Intersection (geometry)In geometry, an intersection between geometric objects (seen as sets of points) is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the line–line intersection between two distinct lines, which either is one point (sometimes called a vertex) or empty (if the lines are parallel).

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