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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.
Introduction of 2-D and 3-D Transformations In this, the subsequent things have been discussed in detail as given below: Different geometric transformations as transla
Matrix for Orthographic Projection Orthographic projections are projections into one of the coordinate planes x=0, y=0or z=0. The matrix for orthographic projection on the z=0
Point clipping - 2-d viewing and clipping Point clipping is the method related to suitable display of points in the scene, though this type of clipping is utilized less freque
interactive picture-construction techniques
What is the need of homogeneous coordinates? To perform more than one transformation at a time, use homogeneous coordinates or matrixes. They decrease unwanted calculations in
Differentiate among interpolation spline and approximation spline? When the spline curve passes by all the control points then it is known as interpolate. When the curve is
Functioning of Input Devices Functioning of input devices-Keyboard, mouse, trackball and space ball, Joystick, data glove, digitizer, scanner, touch panel, light pen, voice sys
Filled-Area Primitives Filled-area primitives are one of the most important types of primitives used in Computer Graphics. Basically filled-area primitives are meant to fill
Trivial Rejection Case of cohen sutherland line clippings Case: it is Trivial Rejection Case; if the logical intersection (AND) of the bit codes of the end points P, Q of
WHAT THAT S MEANS 0001
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