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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.
Understanding the Concept of hypertext and hypermedia: For know the principle of Hypertext and Hypermedia we will look at how the human memory works.
What is the use of control points? Spline curve can be specified by giving a set of coordinate positions known as control points, which shows the general shape of the curve, c
Uniform B - spline curve: When the spacing between Knot values is constant, the resulting curve is called a uniform B- spline. Blending function for B- spline curves are defined b
Modelling and Rendering a surface Common practice in modelling and rendering a surface is to approximate it by a polygonal surface. By a polygonal surface we mean a surface whi
Approaches to Area Filling Some other approaches to area filling are Scan line polygon fill algorithm Boundary fill algorithm Flood fill algorithm.
what is motion specification?
Q. Describe the z- Buffer algorithm for hidden surface removal. Ans. Z- buffer method: This method compares surface depths at each pixel position on the projection plane. T
what is polygonal rendering
Question: (a) Differentiate between lossy and lossless compression. (b) State the uses of the two compression standards MPEG-1 and MPEG-2. (c) State three areas where
Write a C program to create a window of specified size and position and draw the following objects with dimensions of your choice, to fit within the window. (a) A point (b) A
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