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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.
Describe any two methods for drawing thick lines. Two method for drawing thick lines are: (1) Using the line- width command: "setline width scale factor (iw)" Line width param
Determine the transformation matrix for the reflection, Computer Graphics
to implement cohen sutherland
For good understanding of the application of the rules specified above see the following figure, where the shaded region demonstrates the clipped polygon. Fi
Definition of Computer Animation A time dependence phenomenon for imparting visual modifies in any scene as per to any time sequence, the visual modifies could be incorporated
A triangle is having the vertices A(0,0) B(1,2) and C (5,2).Magnify the triangle to thrice it''s size while keeping C(5,2) fixed
Explain the merits and demerits of Penetration techniques. The merits and demerits of the Penetration techniques are as follows: It is an inexpensive method. It h
Assumptions for Area Subdivision Method a) ¾ Plane of projection is z=0 plane b) ¾ Orthographic parallel projections c) ¾ Direction of projection as d= (0,0,-1) d
3Dstudio - Softwares for computer animation 3DStudio is a 3-D computer graphics programmed. 3DStudio runs on personal computers. This is relatively simple to use. Several schoo
Linearly interpolate - Modeling and Rendering I 4 = I 1 + t (I 2 - I 1 ); here t = (|y 1 - y 2 |)/(|y 1 - y 2 |) I D = I A + t (I B - I A ); here t = (|AD|)/(|AB|)
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