I am looking for some references on basic Ray Tracing and on image filtering
using 3x3 and larger matrices. I am trying to find something where algorithims
are defined in computer-language terms rather than as complex mathmatical
(ie: tons of greek letters) jargon.
Regarding the 3x3 matrix filters, I have seen the high-pass/low-pass...etc
type of matrix filtering techniques mentioned in articles about image processing
boards, unfortunately none of the articles I have describe how to calculate
the coefficients for the matrix that you need to get high-pas/low-pass and other
types of results.
As far as the Ray Tracing goes...I want some basic background information that
I might be able to use to write some simple demos along the lines of mirrored
and transparent balls and light sources with shadows. Extreem realism is not
necessary, nor is high speed...mainly I need references that describe the
process in programmers terms.
If you could suggest any references that include code examples in C, FORTRAN
or Pascal (or any other computer language) I would appreciate it.
One other thing...I would appreciate comments from any graphics hackers on
the workability of splitting up complex Ray Tracing or other types of hidden
surface rendering algorithims between a number of CPU's for speed in processing.
I expect to have access to an ethernet with a large number (20 or more)
of identical Unix machines and I would like to experiment with breaking a
picture up in pieces and giving each machine a chunk to work on.
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