Chapter 6
Blending, Antialiasing, Fog, and Polygon Offset
Chapter Objectives
After reading this chapter, you'll be able to do the following:
- Blend colors to achieve such effects as making objects
appear translucent
- Smooth jagged edges of lines and polygons with antialiasing
- Create scenes with realistic atmospheric effects
- Draw geometry at or near the same depth,
but avoid unaesthetic artifacts from intersecting geometry
The preceding chapters have given you the basic information
you need to create a computer-graphics scene; you've learned how to do the following:
- Draw geometric shapes
- Transform those geometric shapes so that they can be viewed
from whatever perspective you wish
- Specify how the geometric shapes in your scene should
be colored and shaded
- Add lights and indicate how they should affect
the shapes in your scene
Now you're ready to get a little fancier. This chapter discusses
four techniques that can add extra detail and polish to your scene. None of
these techniques is hard to use - in fact, it's probably harder to explain them
than to use them. Each of these techniques is described in its own major section:
- "Blending" tells you how to specify a blending function that combines color
values from a source and a destination. The final effect is that parts of
your scene appear translucent.
- "Antialiasing" explains this relatively subtle technique that alters colors
so that the edges of points, lines, and polygons appear smooth rather than
angular and jagged.
- "Fog" describes how to create the illusion of depth by computing the
color values of an object based on its distance from the viewpoint. Thus,
objects that are far away appear to fade into the background, just as they
do in real life.
- If you've tried to draw a wireframe outline
atop a shaded object and used the same vertices, you've probably noticed some
ugly visual artifacts. "Polygon Offset"
shows you how to tweak (offset) depth values to make an outlined, shaded object
look beautiful
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