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Parallel source and Distributed light source
a) Parallel source: this is to be noted that while point source is at an infinite distance then light rays are parallel and function as parallel source as demonstrated in figure 2, the parallel source is source b.
b) Distributed light source: this source models nearby sources as the long fluorescent light are modeled in category of distributed light source. Currently all light rays originate at a finite region in space. Demonstrated in Figure 2, the source c is a distributed light source.
Note: When a light is incident on an opaque surface, part of it is reflected and part of it is absorbed. The amount of incident light reflected through a surface depends on the category of material as shiny material reflects extreme of the incident light and dull surfaces absorb more of the incident light. Hence, from the reflected amount of light we can infer many properties of the surface beneath exposure.
2-dimensional xy-shearing transformation, as explained in equation (19), can also be simply extended to 3-dimensional case. All coordinates are translated as a function of displace
Steps uses in the Cohen Sutherland Line Clipping Algorithm are: Figure: Steps for Cohen Sutherland Line Clipping STEP 1: Input: x L , x R , y T , y B
What is a spline? To produce a smooth curve by a designed set of points, a flexible strip called spline is used. Like spline curve can be mathematically explained with a piece
Implement the Scan line polygon fill algorithm for any arbitrary polygon in C-language and then use your code to fill each of the following type of polygon. i) Convex polygon
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What is scan conversion explain the four adverse side effect of scan conversion
1. By using Digital Differential Analyzer algorithm draw line segments from point (1,1) to (9,7). Ans. We see that the usual equation of the line is specified by: y = mx+c
Algorithms for filled-area primitives These algorithms are classified into two categories (i) Scan line algorithms (ii) Seed fill algorithms.
Find the normalization transformation N, which uses the rectangle W(1, 1); X(5, 3); Y(4, 5) and Z(0, 3) as a window and the normalized deice screen as viewpoint.
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