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Computations with Phong Shading
Computations involved along with Phong Shading:
i) Find out average unit normal vector at each polygon vertex.
ii) Linearly interpolate the vertex normals above the surface of polygon.
iii) Apply illumination model beside each scan line to calculate projected pixel intensities for surface points.
Random Scan Display Device The original cathode ray tube, developed in the late fifties and early sixties, produced charts and pictures, line through line on the tube surface
Various cases of Cohen Sutherland Line Clippings Currently, we study how this clipping algorithm works. For the sake of simplicity we will tackle all the cases with the assist
explain about gks
Sequence of Steps to Generate a Full Animation The sequence of steps to generate a full animation would be as given below: 1) Improve a script or story for the animation.
Art: it just like conventional animation, computer animation is additionally a type of art. A multitude of results can be created on a computer than on a piece of paper. An artist
To find out average unit normal vector at each polygon vertex At each polygon vertex as demonstrated by point V in the figure above, the normal vector is acquired by averaging
Uniform B - spline curve: When the spacing between Knot values is constant, the resulting curve is called a uniform B- spline. Blending function for B- spline curves are defined b
Approaches to Area Filling Some other approaches to area filling are Scan line polygon fill algorithm Boundary fill algorithm Flood fill algorithm.
Viewing Transformation In previous section, we have discussed about the geometric transformations as Translation, Shearing, Reflection, Scaling and Rotation. Rotation, Reflect
3-D Transformation The capability to represent or display a three-dimensional object is basically to the knowing of the shape of that object. Moreover, the capability to rotat
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