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Basic Ray Tracing Algorithm - Polygon Rendering
The Hidden-surface removal is the most complete and most versatile method for display of objects in a realistic fashion. The concept is simply to take one ray at a time, emanating from the viewer's eye (in perspective projection) or from the bundle of parallel lines of sight (in parallel projection) and reaching out to each and every pixel in the viewport, using the laws of optics.
Generally, to avoid wastage of effort by rays starting from sources of light going out of the viewport, the reverse procedure of starting with ray from the viewpoint and traveling to each pixel in the viewport is adopted. If the ray encounters one or more objects, the algorithm filters out all but the nearest object, or when there is an overlap or a hole, the nearest visible portion of all the objects along the line of sight.
What is persistence? The time it takes the emitted light from the screen to decompose one tenth of its original intensity is known as persistence.
Education - applications for computer animation Currently, studies of subjects as Art, Physics, Maths, Chemistry, Biology, Engineering, Medicine, and Technology are fairly simp
In computers, colours are created by blending different combinations of red, green and blue. These colours are normally specified as three two-digit hexadecimal numbers in html, ph
QUESTION (a) What is the difference between kerning and tracking? (b) What is the advantage of creating colours in the Swatches panel instead of the Colour panel? (c) Wha
What is surface patch? A single surface element can be explained as the surface traced out as two parameters (u, v) take all possible values between 0 and 1 in a two-parameter
Polygon Clipping - Raster Graphics and Clipping After considerate the idea of line clipping and its algorithms, we can currently extend the idea of line clipping to polygon cl
multimedia
Example 1: Draw line segment from point (2, 4) to (9, 9) by using Digital Differential Analyzer algorithm. Solution: We know usual equation of line is specified via y = mx
Q. What do you mean by image precision and object precision? Describe z- buffer algorithm for visible surface detection. OR What do you mean by image precision and obj
Object Space - approaches for visible surface determination The second approach as object-space that compares all objects directly along with each other inside the scene defin
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