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Merits -Phong shading or Normal Vector Interpolation Shading
Hence by finding intensities at various points across the edge we determine the intensity that is varying across the edge among two vertex points and is not uniform like in Gouraud Shading, providing much good effect. Thus we can say as the normal vector interpolation by Phong shading is better to intensity interpolation method as in Gourand Shading since it largly reduces the mach bands.
Global illumination model -polygon rendering This illumination model adds to the local model the light which is reflected from the other surfaces to the current surface. This
explain interactive picture-construction techniques
Question 1: (a) Describe the term Mask Path and give brief steps how you could change a rectangle into a triangle with respect to time in AE CS3. (b) Expressions are ve
2-D Viewing and Clipping - Raster Graphics and Clipping In the previous two units of this block, we illustrated the basic elements of computer graphics, that is, the hardware
Low Level Techniques or Motion Specific These techniques are utilized to control the motion of any graphic element in any animation scene completely. These techniques are also
Polygon Surfaces - Curves and Surfaces By Figure 1 and Figure 2 it is clear that it is possible to store description of objects as a set of surface polygons and similar i
Illustration 1: How does the z-buffer algorithm find out which surfaces are hidden? Solution : Depth or Z-buffer algorithm employs a two buffer area each of two-dimensional ar
Draw the block diagram of raster scan display processor.
Variation of Intensity - Modeling and Rendering According to the phong model the variation of Intensity (I) along with α (since I α cos n α) is: i) for shiny surface (
Modelling and Rendering a surface Common practice in modelling and rendering a surface is to approximate it by a polygonal surface. By a polygonal surface we mean a surface whi
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