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This renders a polygon surface by linearly interpolating intensity values across the surface. Intensity values for each polygon are matched with the values of adjacent polygon along the common edges, thus eliminating the intensity discontinuities that can occur in flat shading. Each polygon surface is rendered with Gourand shading by performing the following calculation: (i) Determine the average unit normal vector at each polygon vertex. (ii) Apply an illumination model to each vertex to calculate the vertex intensity. (iii) Linearly interpolate the vertex intensities over the surface of the polygon. At each polygon vertex we obtain a normal vector by averaging the surface normal of all polygons sharing that vertex. Thus for vertex position V, we obtain the unit vertex normal width the calculation. One we have the vertex normal's, we determine the intensity at the vertices from a lightning model. Incremental calculations are used to obtain successive edge intensity values between scan lines and to obtain successive intensities along a scan line.
Ray Tracing - Polygon Rendering & Ray Tracing Methods Ray tracing obeys all rays from the eye of the viewer back to the light sources. The method Ray tracing is very good at
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Advantages of JPEG Images Huge compression ratios mean sooner download speeds. JPEG produces outstanding results for main photographs and complicated images. JPEG s
Determine about the Liquid Crystal Display LCDs are organic molecules, naturally in crystalline state, and they get liquified when excited by heat or E field. Crystalline state
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What are the uses of homogeneous coordinates? Convert translation rotation and scaling in homogeneous coordinates. In mathematics homogeneous coordinates introduced by August
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how can we write the introduction matter for graphicaluser interface
Bezier Curves and Surfaces We had discussed in the previously that we can create complicated geometries along with the aid of polygon meshes that are further constituted of s
Key Frame Systems - computer animation This method is for low-level motion control. In fact these systems comprise languages that are designed simply to produce the in-between
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