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Differentiate between z-buffer method and scan-line method. What is the visibility test made in these methods?
Solution: In depth buffer algorithm every pixel location on the projection plane is identified for determining the visibility of surfaces regarding this pixel. Conversely, in scan-line method all surfaces intersected through a scan line are studied for visibility. The visibility test in depth-buffer method engages the comparison of depths of surfaces regarding a pixel on the projection plane. The surface closest to the pixel position is seemed visible. The visibility test in scan-line method which compares depth computations, for each overlapping surface to find out which surface is nearest to the view-plane hence it is declared as visible
How many key frames does one minute animation film order along with no duplications need if there are five in among for each pair of key frames? Solution : One minute = 60 sec
What is reflection? The reflection is actually the transformation that produces a mirror image of an object. For this use some angles and lines of reflection.
GRAPHICS: It is one of the core elements of any multimedia application. We all have heard a well-known saying as "one picture conveys a message of 1000 words", hence without
Application of Computer Aided Design There are several CAD software applications. Several of them along with their respective vendors are listed here: CAD Applications
Read the next page and work through the steps: a. Select a location (anywhere in the world) and research the typical weather (temperature, barometric pressure, and humidity).
Horizontal Retrace - Hardware Primitives Horizontal retrace refers to the time an electron beam takes to traverse a scan line.Vertical retrace means the time taken by the elect
Behavioral Animation - Computer Animation It used for control the motion of several objects automatically. Objects or "actors" are specified rules about how they respond to th
Question 1: (a) Provide a clear explanation of what is ‘rigging' and its use? (b) What are the basic differences of Forward Kinematics (FK) and Inverse Kinematics (IK)? Wh
Pitfalls in computer simulation Though generally avoided in computer simulations, in strict logic the rules governing floating point arithmetic even apply. For illustration, t
Important Notes for Negative Accelerations Note : Having projections of points on curve, above Y axis we will obtain a pattern similar to figure 8 that is needed to produce ne
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