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Basics of Animation - Computer animation
Historical and traditional methods for production of animation:
As we have studied the transformations linked in computer graphics although you might not have noticed that time that all transformations are associated to space and not to time. Now, lays the fundamental difference between graphics and Animation. The dissimilarity is that animation puts into graphics, the dimension of time that vastly raises the amount of information to be transmitted, therefore some methods are utilized to handle this huge information and such methods are termed as animation methods the figure 1 provides a broad explanation of methods of animation.
Figure: Methods of animation
Bezier Curves and Surfaces We had discussed in the previously that we can create complicated geometries along with the aid of polygon meshes that are further constituted of s
Q. Write a short note on area subdivision method for hidden surface removal. Ans. Area Subdivision This technique for hidden- surface removal is essentially an image- spac
what is shearing transformation?
Military: In order to enter the military, one has to go by various training. Depending upon whether you want to be in the army, navy or the marines, you may be working along with
assignment
Subdivision of polygon Test to find out the visibility of a single surface are made through comparing surfaces that as polygons P along regarding a specified screen area A.
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
Explain process of displaying objects in raster display and random display. Draw block diagrams of the architecture of both the display systems.
Example 1: Draw line segment from point (2, 4) to (9, 9) by using Digital Differential Analyzer algorithm. Solution: We know usual equation of line is specified via y = mx
Q. Describe the z- Buffer algorithm for hidden surface removal. Ans. Z- buffer method: This method compares surface depths at each pixel position on the projection plane. T
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