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Basic Ray Tracing Algorithm - Polygon Rendering
The Hidden-surface removal is the most complete and most versatile method for display of objects in a realistic fashion. The concept is simply to take one ray at a time, emanating from the viewer's eye (in perspective projection) or from the bundle of parallel lines of sight (in parallel projection) and reaching out to each and every pixel in the viewport, using the laws of optics.
Generally, to avoid wastage of effort by rays starting from sources of light going out of the viewport, the reverse procedure of starting with ray from the viewpoint and traveling to each pixel in the viewport is adopted. If the ray encounters one or more objects, the algorithm filters out all but the nearest object, or when there is an overlap or a hole, the nearest visible portion of all the objects along the line of sight.
Various ways of simulating motion:- - Zero Acceleration (Constant Speed) - Non-Zero Accelerations - Positive accelerations
Unrepresentative vertex normals - Modeling and Rendering Calculated vertex normals may not adequately present the surface's geometry. For illustration, if we calculate vertex
Test For checking Disjoint Polygons by using of Min-max Test Test 1: For checking disjoint polygons by using of Min-max test. Assume that you have two polygons as P1 and
Computer Animation Tools To create various types of animation discussed above, we want to have particular software and hardware as well. Here, the fundamental constraint is re
Background Texturing is like wallpapering; you are pasting an image onto the OpenGL Quad primitive. Recall that GL_QUAD is specified by four vertices. An image, or a texture,
Polygon Filling Algorithm - Raster Graphics and Clipping In several graphics displays, this becomes essential to differentiate between different regions by filling them along
Mathematical description of a Perspective Projection A perspective transformation is found by prescribing a center of projection and a viewing plane. Let here assume that P(x
what is fixed point scaling? how composit transformation techniques works on it
Cohen Sutherland algorithm Point clipping is very simple. All you need to check is whether a point is inside the window extremes in x- and y-directions. For line clipping sev
Horizontal Retrace - Hardware Primitives Horizontal retrace refers to the time an electron beam takes to traverse a scan line.Vertical retrace means the time taken by the elect
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