Thursday, April 24, 2008

CAD priciples, tasks and tools

Here it comes the day when I feel that I will at length reach some decent understanding of effectiveness in CAD software. It goes with :
* principles
* tasks
* tools
CAD principles is the set of rules that regulate the software work and define functions designation.

Tasks are to some extent interfere with the objectives that we strive for.

Tools are the means and methods that may be used due to some reason in implementing the tasks and with following the principles.

Three basic principles of interactive rendering for 3D are approximation, preparation, andamortization. Approximation is a basic principle of all computer graphics, as we cannothope to track all photons in their full glory, nor the placement and reactions of all atomsto these photons (including those atoms in the eye and brain). The basic building blocksof modern interactive rendering are textured triangles with vertex data interpolation. Thisbias towards triangles shows the roots of development of modern PC graphics processors.Computer games are the major driving force for the sale of graphics cards, and for themost part game developers do not have needs for fast, high quality line and pointrendering vs., say, CAD or data visualization applications.

Preparation means computing in advance or on the fly various types of data and reusingthese results. For example, one common technique used for static diffuse shadedenvironments with fixed lighting conditions is to “bake in” some or all of the lightingeffects, storing a color per vertex in the model or the light’s effect on a surface in atexture map. Doing so saves repeatedly computing the identical results frame after frame.Hand in hand with preparation is the idea of amortization. If during interaction acomputation can be performed once and reused, its initial cost can be justified by thesavings it yields over a number of frames it is used. For example, for a given view theoriginal model might be replaced by a simplified 3D model or even a 2D image (called animpostor). If the view does not change significantly for a series of frames and thesimplified model can be used, the creation cost is recouped. The idea of amortization is aprinciple important to interactive rendering. In contrast, film rendering systems normallyuse a rendering farm, one processor per frame, and so must reload all data for eachindividual image generated.

p.s.
By the way, did you know guys, that blogger tried to close my blog? Somebody hang a curtain here that covered all the blog not allowing anyone (even me !) to watch what is there. Well it doesn't contain much content yet to be disappointed about it. But it was funny to read that they closed it because it contained some forbidden materials (porn? ))) or breaking copyrights. Ridiculous...

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