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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 which is made up of polygons. Main reason for converting a surface to a polygonal surface is to simplify representation for speeding up the surface rendering. This is possible as all the polygons are described by linear equations.
Principle Vanishing point - Perspective Projections Assume that line 1 and l2 be two straight lines parallel to each other that are also parallel to x-axis. If the projection
2. Describe how the Bresenham rasterisation algorithm is advantageous when compared to any other existing method.
Scenes - polygon rendering and ray tracing methods In the context of ray tracing, a scene is a set of objects and light sources which will be viewed through a camera. All of
Buffer Areas Required For Z-Buffer Algorithm For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays: 1) Depth-buffer [i,j], to sa
Application Interlacing is utilized through all the analogue TV broadcast systems in recent use as: NTSC: 59.94 fields per second, 525 lines, still field drawn first
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
Curve segment - properties of bezier curves Note : 1) The joining point on the curve along w.r.t. the parameter based upon second derivates of Q(t) is the acceleration. Wh
Visible-Surface Detection For the generation of realistic graphics display you know that hidden surfaces and hidden lines should be identified for removing. For this reason we
Assumptions for Polygon or Area Clipping Algorithm Assumption: The viewport and window are rectangular. So only, by identifying the maximum and the minimum coordinates t
program for character generation in java?
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