Building an Orthonormal Basis from a 3D Unit Vector Without Normalization

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چکیده

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Building an Orthonormal Basis from a 3D Unit Vector Without Normalization

I present two tools that save the computation of a dot product and a reciprocal square root in operations that are used frequently in the core of many rendering programs. The first tool is a formula for rotating a direction sampled around the z-axis to a direction sampled around an arbitrary unit vector. This is useful in Monte Carlo rendering techniques, such as path tracing, where directions ...

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Frisvad [2012b] describes a widely-used computational method for efficiently augmenting a given single unit vector with two other vectors to produce an orthonormal frame in three dimensions, a useful operation for any physically based renderer. However, the implementation has a precision problem: as the z component of the input vector approaches −1, floating point cancellation causes the frame ...

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ژورنال

عنوان ژورنال: Journal of Graphics Tools

سال: 2012

ISSN: 2165-347X,2165-3488

DOI: 10.1080/2165347x.2012.689606