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Camera - polygon rendering and ray tracing methods
Camera presents "viewpoint" or "eye" of observer. In order to explain the fundamental working of camera we can consider this as the working of "pin-hole camera" as demonstrated in the below figure:
Figure
The hole or say "aperture" should be so small that it should prevent light from saturating and hence overexposing the film. It permits only a little bit of light in the box at one time. Such kind of camera, although simple, is quite effectual. It works since light from a specified position on the object may come from only one way and strike only one position upon the film. If the hole were any superior, the image would turn into blurrier as a outcome of the increased amount of light hitting every spot on the film.
In the ray tracing, the camera is much like same this, in that it decides where on the "film" or say in the case of ray tracing, the computer screen the light rays hit such a clear realistic rendered image is accessible. So as to have a better understanding of the topic here we are going to discuss the concept of ray casting.
A 2D geometric shape is rotated about a point with coordinates (1,2) by 90° in a clockwise direction. Then, the shape is scaled about the same point in the x-coordinate by 2 tim
Lossy Audio Formats: These are based on sound models which eliminate audio data such humans cannot or can hardly hear, for example: a low volume sound after a large volume sound.
multimedia
Specified p 0 (1, 1): p 1 (2, 3); p 2 (4, 3); p 3 (3, 1) as vertices of Bezier curve find out 3 points on Bezier curve? Solution : We consider Cubic Bezier curve as: P (
Computer Animation Tools To create various types of animation discussed above, we want to have particular software and hardware as well. Here, the fundamental constraint is re
what is Transformation ?
To transform from the world coordinate system to viewing coordinate system you need to perform the following operations. a) Translate the viewing coordinate origin to the worl
Variation of Intensity - Modeling and Rendering According to the phong model the variation of Intensity (I) along with α (since I α cos n α) is: i) for shiny surface (
derive dda line drawing algorithm
Ambient Reflection-Polygon Rendering & Ray Tracing Methods When we go for the examiner of light effects, so surroundings play a significant role and it is assumed as there
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