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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.
Time Based and Presentation Tools In such authoring systems, components and events are organized beside a timeline, along with resolutions as high as 1/30 second. Time based to
Rotation - 2-D and 3-D transformations Within 2-D rotation, an object is rotated via an angle θ along w.r.t. the origin. This angle is assumed to be +ive for anticlockwise rot
is there any plugin available to draw a picture in wpf dotnet programming using microsoft visio?
Question: (a) (i) Give four reasons to explain why are the bitmap images unsuitable for use in a high end print production workflow. (ii) An eps file has two main parts,
Design and functioning of a refresh cathode ray tube Primary components of refresh cathode ray tube are (i) electron gun used in producing electron beam (ii) heating fila
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QUESTION (a) Median filters do not cater for a dynamic range of pixels in a given area, S. Thus to ensure that no loss of image details occur in S, adaptive median filters coul
Basic Tests - Producing Polygon Surface A few basic tests that must be performed before producing a polygon surface through any graphic package as: 1) All vertexes are list
Question 1: (a) Explain what are Final Gathering and Global Illumination and state why you would use those features when you render in MAYA. (b) List clearly the steps in
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
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