Ray-marching Thurston geometries
October 29, 2020 Β· Declared Dead Β· π Experimental Mathematics
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Authors
RΓ©mi Coulon, Elisabetta A. Matsumoto, Henry Segerman, Steve J. Trettel
arXiv ID
2010.15801
Category
math.GT
Cross-listed
cs.GR,
math.DG
Citations
11
Venue
Experimental Mathematics
Last Checked
3 months ago
Abstract
We describe algorithms that produce accurate real-time interactive in-space views of the eight Thurston geometries using ray-marching. We give a theoretical framework for our algorithms, independent of the geometry involved. In addition to scenes within a geometry $X$, we also consider scenes within quotient manifolds and orbifolds $X / Ξ$. We adapt the Phong lighting model to non-euclidean geometries. The most difficult part of this is the calculation of light intensity, which relates to the area density of geodesic spheres. We also give extensive practical details for each geometry.
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