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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.
Construction of an Isometric Projection - Transformation In this projection, the direction of projection i.e. d = (d 1 ,d 2 ,d 3 ) makes an identical angles with all the 3-pr
What is Polygon mesh? Polygon mesh is a method to show the polygon, when the object surfaces are tiled, it is more convenient to state the surface facets with a mesh function.
1. What do you understood by the term graphic primitives? Ans. Graphic primitives are the basic graphic objects that can be united in any number and method to produce a new i
Polygon -Rendering Methods Now we will see the application of an illumination model to execute the rendering of standard graphics objects that are formed along with polygonal
The image classification is the process to categorize images into one of several classes or categories. In this project, there are seven categories (Piano, Kangaroo, Strawberry, Su
Relation between 2-D Euclidean system and Homogeneous coordinate system Suppose that P(x,y) be any point in 2-D Euclidean system. In HCS, we add a third coordinate to the poin
Scaling, shear, reflection and Viewing coordinates 1) Scaling, shear and reflection operations have natural extensions to 3D. 2) Viewing coordinates are the coordinates
Ray Tracing Algorithm - Recursive Frequently, the basic ray tracing algorithm is termed as a "recursive" acquiring an outcome wherein a given process repeats itself an arbitr
Question: a) The implications of transparency are a major influence on the design of system software. There are eight forms of transparency. Name and give a small description o
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.
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