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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.
Education, Training, Entertainment and Computer Aided Design CAD or CADD is an acronym which depending upon who you ask, can stand for: I. Computer Assisted Design. II.
Problem with Interpolated Shading There are several more shading models that intermediate in complication among Gouraud and Phong shading, linking the liner interpolation of t
Explore and understand light field. Checking out one of the image libraries. 1. You can modify existing source code, or develop your own to achieve light field rendering; 2.
Curves and Surfaces - Modeling and Rendering We have studied the method of drawing curves in diverse coordinate systems. Also we got the concept that it is the revolution of
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QUESTION a) Once a print job is accepted by the print service provider, it will be assigned a job number and this information will become part of a printed job ticket, which wi
Softwares and Hardwares for Computer Animation The categories of both software as well as hardware needed to work on animation are now to be discussed. Computer animation can b
Types of Refresh Monitors - Raster Scan and Random Scan There are two types of refresh monitors, i.e. the Raster Scan and Random Scan that will be illustrated separately.
Homogeneous Coordinate Systems - 2-d and 3-d transformations Suppose P(x,y) be any point in 2-D Euclidean (Cartesian) system. In HC System, we add a third coordinate to a poin
Construction of an Isometric Projection - Transformation In this projection, the direction of projection i.e. d = (d 1 ,d 2 ,d 3 ) makes an identical angles with all the 3-pr
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