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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.
Question 1 Write a note on digitizers Question 2 Discuss on line drawing algorithm Question 3 Explain 3D viewing Question 4 Explain different types of cohe
Approaches to Area Filling Some other approaches to area filling are Scan line polygon fill algorithm Boundary fill algorithm Flood fill algorithm.
Three dimensional display methods: Among the simplest three dimensional surface representations are the polygonal surfaces. A polygonal surface is described by vertices
Cel Animation - Computer Animation Making an animation by using this method, all characters are drawn on a separate piece of transparent paper. Also a background is drawn on a
Interactive Computer Animation Interactive Computer Animation that is interactively utilized by users for example: games. Sprite animation is interactive and utilized broadly
Analise floodfill algirithm & boundryfillalgorithim
what is staircase appearance
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
High Level Techniques (Motion Generalized) These are techniques utilized to explain the general motion behavior of any type of graphic object. Such techniques are algorithms o
refreh buffer
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