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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.
cathode ray tube is an analog or digital device
Persistence: How long they continue to emit light (that is, have excited electrons returning to the ground state) after the CRT beam is removed. Persistence is defined as the ti
diagram of raster scan display processor
want the source code of this titlted program
Problems at Shared Vertices - Modeling and Rendering Shading discontinuities can arise while two adjacent polygons fail to share a vertex which lies along their common edge.
Entertainment - Applications For Computer Animation Advertising, Games, Film, Video, Television, Multimedia are various of the entertainment fields wherein computer animation h
QUESTION A trainee designer, Susan, joins your place of work. During a workshop, you are asked to present on printing procedures and agencies in Mauritius. Susan asks you what
Steps uses in the Cohen Sutherland Line Clipping Algorithm are: Figure: Steps for Cohen Sutherland Line Clipping STEP 1: Input: x L , x R , y T , y B
What is the maximum number of objects such can be handled via the depth/z- buffer algorithm? Solution : In z-buffer algorithm, an arbitrary number of objects can be handled sin
Intersection Test - Visible Surface Detection Test: It called Intersection Test also: we go for intersection test, if Min-max test fails. Now we take each edge individually
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