Rudy Cortes is a shader writing TD who has worked on such feature films as:-
- The Day After Tomorrow (2004)
- Sky Captain and the World of Tomorrow (2004)
- The Ant Bully (2006)
- Meet the Robinsons (2007)
"If the two vectors are parallel and point towards each other, the angle between them is 0, and the dot product returns 1 (cosine of 0 - 1). If the vectors are perpenduicular to each other with an angle of 90 degrees between them, then the dot product will be 0 (cosine of 90 = 0)." - The Renderman Shading Language Guide (2007) by Rudy Cortes & Saty Raghavachary - Chapter 5: Math for Shader Writers.
The way it works is the x, y and z of two different vectors are multiplied together respectively and then all added up together.
The dot product notation is written as two vectors with a dot in between them.
For example:-
v1 = [1,2,3]
v2 = [4,5,6]
v1.v2 = (v1x * v2x) + (v1y * v2y) + (v1z * v2z)
v1.v2 = (1 * 4) + (2 * 5) + (3 * 6)
v1.v2 = 4 + 10 + 18
v1.v2 = 32
I also intend to research further into the details of how light works in terms of refraction and reflections etc.
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