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Art: it just like conventional animation, computer animation is additionally a type of art. A multitude of results can be created on a computer than on a piece of paper. An artist can control a magnitude of things in a computer animation along with some clicks of a mouse than he can act in the conventional animation techniques. A light source can be moved very simply, changing the way a whole scene looks. Textures can be changed just as simply, without redoing the whole animation. Computer graphics are not extremely replace conventional methods anywhere in the upcoming. There are even many things which cannot be done on the computer such an artist can act along with a paintbrush and a palette. Computer graphics is easily just the other form of art.
TIFF: It is Tagged Image file format which is used mainly for exchanging documents among various applications and computers. This was primarily designed to turn into the standa
Consider a Shiny Surface Along With Diffused Reflection coefficient Consider a shiny surface along with diffused reflection coefficient of 0.8 and ambient reflection coeffici
Functioning of hardcopy devices and Output primitives 1. Functioning of hardcopy devices-laser printers and dot matrix printers, plotters. 2. Output primitives: Graphics
Objectives of Three dimensional transformations explain basic 3D transformations-translation, rotation, scaling, shear and reflections-applied to objects in space; ex
QUESTION (a) Explain the steps involved in performing Image based processing. (b) Propose a mask using a 3X3 matrix, which would help in discovering discontinuities, and hen
Rigid body or Non-Rigid body Transformations 2D transformations can be classified as rigid body or non-rigid body transformations. Rigid body transformations keep the shape and
Softwares and Hardwares for Computer Animation The categories of both software as well as hardware needed to work on animation are now to be discussed. Computer animation can b
Rotation about the origin - 2-d and 3-d transformations Specified a 2-D point P(x,y), which we need to rotate, along with respect to the origin O. The vector OP has a length '
Panning and zooming Components (such as your Polybounce or Animation) is simply a matter of reFrameing the world window. To pan right or left horizontally, one shifts it in the pos
Implement displacement mapping and bump mapping on a sphere. The displacement can be whatever your choice. The bump map can be whatever your choice as well.
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