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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.
Q. Describe briefly phong shading algorithm. OR Write short note on phong shading. Phong shading Phong shading or normal vector interpo
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what is normalization transformation?why is it needed and important?give simple example also.
Cohen Sutherland Line Clippings Algorithm The clipping problem is identified by dividing the region surrounding the window area into four segments Up as U, Down as D, Left as
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Phong shading OR Normal Vector Interpolation Shading In Gouraud shading we were doing direct interpolation of intensities although a more exact method for rendering a polygon
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