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This renders a polygon surface by linearly interpolating intensity values across the surface. Intensity values for each polygon are matched with the values of adjacent polygon along the common edges, thus eliminating the intensity discontinuities that can occur in flat shading. Each polygon surface is rendered with Gourand shading by performing the following calculation: (i) Determine the average unit normal vector at each polygon vertex. (ii) Apply an illumination model to each vertex to calculate the vertex intensity. (iii) Linearly interpolate the vertex intensities over the surface of the polygon. At each polygon vertex we obtain a normal vector by averaging the surface normal of all polygons sharing that vertex. Thus for vertex position V, we obtain the unit vertex normal width the calculation. One we have the vertex normal's, we determine the intensity at the vertices from a lightning model. Incremental calculations are used to obtain successive edge intensity values between scan lines and to obtain successive intensities along a scan line.
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
what is mean by virtual reality?
Non Trivial Case of cohen sutherland line clippings Case: assume for the line segment PQ, both the trivial rejection and acceptance tests failed (that is, Case 1 and Case 2
A convex polygonal region having n- vertices {P 0 , P 1 , P 2 ..., P n - 1 , P n , P 0 } or lattice points to be identified by the user includes the convex window area. To be exact
Explain process of displaying objects in raster display and random display. Draw block diagrams of the architecture of both the display systems.
Various ways of simulating motion:- - Zero Acceleration (Constant Speed) - Non-Zero Accelerations - Positive accelerations
1. How does the resolution of a system influence graphic display? Ans. In a high resolution system the adjacent pixels are so near spaced such approximated line-pixels lie extr
1. Compare Bresenham line generation with Digital Differential Analyzer line generation. Ans. Bresenham line generation algorithm is better than Digital Differential Analyze
What is orthographic parallel projection? When the direction of the projection is normal (perpendicular) to the view plane then the projection is called as orthographic paral
Passive Computer Animations: That has no option for users to utilize computer graphics today is mostly interactive for example: movies. Frame animation is non-interactive anim
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