Problems at shared vertices - modeling and rendering, Computer Graphics

Assignment Help:

Problems at Shared Vertices - Modeling and Rendering

Shading discontinuities can arise while two adjacent polygons fail to share a vertex which lies along their common edge. Identify the three polygons of figure 17, wherein vertex C is shared through the two polygons on the right, although not by the large polygon on the left. The shading information found directly at C for the polygons at the right will classically not be the same as the information interpolated at such point from the values at A and B for the polygon at the left.

155_Problems at Shared Vertices - Modeling and Rendering.png

Figure: Vertex C is shared by the two polygons on the right, but not by the larger Rectangular polygon on the left.

As an outcome, there will be a discontinuity in the shading. The discontinuity can be eliminated via inserting in the polygon on the left an extra vertex that shares C's shading information. We can pre-process a static polygonal database in sequence to eliminate this matter; conversely, if polygons will be split on the fly for example: through using the BSP-tree visible-surface algorithm, so extra bookkeeping can be finish to initiate a new vertex in an edge that shares an edge which is split.

773_Problems at Shared Vertices - Modeling and Rendering 1.png

Figure: Problems with computing vertex normal. Vertex normal are all parallel


Related Discussions:- Problems at shared vertices - modeling and rendering

Time delay and busy flag method, 1. Using a time Delay Method The delay...

1. Using a time Delay Method The delay required between issuing each character to the LCD is about 5-10ms (it's simply known as DELAY). When programming an LCD, a long delay is

Test for checking disjoint polygons by using of min-max test, Test For chec...

Test For checking Disjoint Polygons by using of Min-max Test Test 1: For checking disjoint polygons by using of Min-max test. Assume that you have two polygons as P1 and

Important points about the frame buffers - graphics hardware, Important Poi...

Important Points about the Frame Buffers 1) Within a frame buffer, information storage starts from top left corner and goes until the bottom right corner. 2) By using this

Languge, what languge do computers speak

what languge do computers speak

Principal vanishing point write respect to z-axis, Principal vanishing poin...

Principal vanishing point write respect to Z-axis Principal vanishing point w.r.t z-axis: By the 3rd row of matrix equation, we declare that the principal vanishing point w

Persistence of phosphor - display devices, Persistence (of phosphor) - Disp...

Persistence (of phosphor) - Display devices Time it takes the emitted light from screen to decay to one-tenth of its original intensity. The point where an electron gun strikes

Resolution, ?What is Computer Resolution?

?What is Computer Resolution?

Translation and shifting in spatial domain, Translation and shifting in Spa...

Translation and shifting in Spatial Domain A) The three images shown below were blurred using square masks of sizes n=23, 25, and 45, respectively. The vertical bars on the le

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd