Already have an account? Get multiple benefits of using own account!
Login in your account..!
Remember me
Don't have an account? Create your account in less than a minutes,
Forgot password? how can I recover my password now!
Enter right registered email to receive password!
Buffer Areas Required For Z-Buffer Algorithm
For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays:
1) Depth-buffer [i,j], to save the depth-value of the visible surface for all pixel in the view plane, and
2) Refresh-buffer [i,j], to save the pixel intensities of the visible surfaces.
A. In contrast to z/depth-buffer method, Scan-line method deals along with numerous surfaces. Since it processes each scan-line at one time, all polygons intersected through such scan-line are examined to find out that surfaces are visible. The visibility test engages the comparison of depths of each overlapping surfaces to find out one is nearer to the view plane. If it is determines so, then it is declared like a visible surface and the intensity values at the positions beside the scan-line are entered in the refresh-buffer.
B. Area-subdivision method is fundamentally an image-space method but utilizes object- space computations for reordering of surfaces as per to depth. The method makes utilization of area coherence in a scene by collecting those areas which form part of a particular surface. In this method, we successively subdivide the whole viewing area in small rectangles till each small area is the projection of part of a particular visible surface or no surface in any way.
Explore and understand light field. Checking out one of the image libraries. 1. You can modify existing source code, or develop your own to achieve light field rendering; 2.
Advantage and Disadvantage of Plasma panel - Graphics Hardware Advantage 1. Slim design as Wall mountable 2. Larger than LCD screens Disadvantage
what is normalization transformation?why is it needed and important?give simple example also.
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
Multimedia Entertainment: The field of entertainment uses multimedia extensively. One of the earliest and the most popular applications of multimedia are for games. Multimedi
In this programming assignment, you will animate and pose 3D articulated characters by implementing forward and inverse kinematic methods. You should be able to animate character j
Objectives of 2-D Viewing and Clipping After going through this section, you should be capable to: 1. Describe the concept of clipping, 2. Observe how line clipping is p
Scaling, shear, reflection and Viewing coordinates 1) Scaling, shear and reflection operations have natural extensions to 3D. 2) Viewing coordinates are the coordinates
Steps uses in the Cohen Sutherland Line Clipping Algorithm are: Figure: Steps for Cohen Sutherland Line Clipping STEP 1: Input: x L , x R , y T , y B
Containment Test - visible surface detection Test: That is Containment test: it can be either comprised (contained) or surrounding polygon, if intersection test fails. The
Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!
whatsapp: +1-415-670-9521
Phone: +1-415-670-9521
Email: [email protected]
All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd