[net.graphics] Is GKS useful for 3D shaded graphics?

jhl@tty3b.UUCP ("Jonathon Luers" 97320) (12/20/84)

<superfluous bug repellent>

I have a basic question about how high-quality shaded color
graphics, like you see on a SIGGRAPH poster, are generated.
I assume the programmer starts with a 3D mathematical model
of the object, and then calculates the reflections from a
light source off the surface of the object to whatever viewing
position is selected.  Now it seems to me that a package like
GKS or CORE is ideal for describing the object and the viewing
angle, but how are reflection, shading, anti-aliasing, etc. handled?
Aren't those calculated pixel by pixel?  But that doesn't fit
in the GKS model, since the user program doesn't know anything
about the device, such as resolution, etc.

Any GKS or 3D rendering experts out there care to comment?

Thanks.

Jon Luers
AT&T Teletype Corporation
ihnp4!tty3b!jhl

jwp@utah-cs.UUCP (John W Peterson) (12/23/84)

> "Is GKS useful for 3D shaded graphics"?
NO.

gwyn@brl-tgr.ARPA (Doug Gwyn <gwyn>) (12/26/84)

> > "Is GKS useful for 3D shaded graphics"?
> NO.

I'd like to add that, like most panaceas, GKS and CORE are "lowest
common denominator" approaches.  High-quality computer graphics of
any kind requires attention to detail that device-independent
packages cannot adequately provide.

greg@vecpyr.UUCP (Greg Millar) (12/29/84)

> > "Is GKS useful for 3D shaded graphics"?
> NO.

If you are doing ray tracing, or anything else where you are calculating
individual pixels you can use the GKS Cell Array.  This buys you device
independence (which is one of the big deals of GKS), although depending
on the GKS it may have some performance cost.

If you just want to pump out polygons of different colors to a device
GKS also comes in handy.

GKS does not do 3D shaded graphics, but it is useful with 3D shaded 
graphics.  Seems that too many people want graphics standards to do
more than they were designed to, but that doesn't mean they should
not be used.