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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.
describe z-buffer algorithm removing hidden surface
General Perspective transformation w.r.t. an arbitrary center of projection Suppose here that the COP is at C(a,b,c), as demonstrated in Figure. By Figure, the vectors CP
write digital differntial analyzers(DDA) Algorithm
Question 1: (a) Explain the term ‘logo' with the use of an example. (b) Explain in detail what three basic questions you need to ask yourself before creating a logo. (c) You
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.
To prove ‾P (1) = p n Solution : since in the above case we determine each term excluding B n,n (u) will have numerous of (1 - u) i (i = 0 to n) consequently by using u = 1
Problem with Interpolated Shading There are several more shading models that intermediate in complication among Gouraud and Phong shading, linking the liner interpolation of t
Flash - software to generate computer animations Flash: Learning Macro-Media's Flash can quite complicated, although you can do almost anything along with it. You can devel
What are the side effects due to scan conversion? How can the effects be minimized? Aliasing Effects (Side effects of scan conversion) Scan conversion is essentially a syst
Subdivision of polygon Test to find out the visibility of a single surface are made through comparing surfaces that as polygons P along regarding a specified screen area A.
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