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As we saw in the previous slide, during the first step of the rendering process, performed geometric computations allows us to know which objects are inside a viewing volume. We can easily make an analogy with the collision detection process.
Saying that a tool collides with an organ, is equivalent to say that the tool is inside the organ, or equivalently that the organ is inside the tool.
So, if we define camera so its viewing volume matches the tool geometry, the organ will be in the picture.
In fact, we don’t need the image. The only we want to know what is inside the viewing volume.
We implement this idea thanks to the OpenGL graphics library.