04: Primitives and Intersection Acceleration
The classes described in the last chapter focus exclusively on representing geometric properties of 3D objects. Although the Shape class provides a convenient abstraction for geometric operations such as intersection and bounding, it doesn’t contain enough information to fully describe an object in a scene. For example, it is necessary to bind material properties to each shape in order to specify its appearance. To accomplish these goals, this chapter introduces the Primitive abstract base class and provides a number of implementations.
Shapes to be rendered directly are represented by the GeometricPrimitive class. This class combines a Shape with a description of its appearance properties. So that the ...
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