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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.
Sub Classes of Orthographic Projection There are three ordinary sub-classes of Orthographic (axonometric) projections as: 1) Isometric: The direction of projection makes
Visible-Surface Detection For the generation of realistic graphics display you know that hidden surfaces and hidden lines should be identified for removing. For this reason we
Transformation for Isometric projection - Transformation Suppose that P(x,y,z) be any point in a space. Assume as a given point P(x,y,z) is projected to the P'(x'y',z') on t
Construction of a Solid with a Translational Sweep Figure demonstrates construction of a solid along with a translational sweep. Translating the control points of the periodic
Polygon Representation Methods - Modeling and Rendering Any scene to be created by computer graphics may include a variety of objects, a few of them natural and manmade. Hence
Mathematical description of an Oblique projection onto xy-plane In order to expand the transformation for the oblique projection, identify the Figure. This figure explains a
what is the numerical numbers
Trivial Rejection Case of cohen sutherland line clippings Case: it is Trivial Rejection Case; if the logical intersection (AND) of the bit codes of the end points P, Q of
Assumptions for Polygon or Area Clipping Algorithm Assumption: The viewport and window are rectangular. So only, by identifying the maximum and the minimum coordinates t
Question : (a) What do you meant by "solo a layer " in Adobe After Effects. Explain briefly how would you perform it. (b) Briefly explain the importance of an adjustment lay
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