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RENDERING, SHADING AND COLOURING
By introducing hidden line removal we have already taken one step away from wire-frame drawings towards being able to realistically model and display 3-D objects. Perhaps the biggest step down that road comes when attempting to "colour in" our simple line drawings. The various algorithms for rendering, the process of applying lighting, colouring, shadow and texture to an object or scene in order to obtain a realistic image, are all based to a greater or lesser extent on the study of the physical properties of light. In this unit we shall examine various properties of light and the way it interacts with objects and develop some simple mathematical models of its behaviour. It is worth setting the following discussion in the context of our system as developed so far. Currently our 3d model is made up of surfaces, each of which we represent on the screen by drawing its outline. If we wanted to shade each polygon ("colour it in") what color would we use? What we basically are trying to achieve in this chapter is to derive a method for calculating that colour. Figure 3.16 shows the difference between a wire-frame representation and a simple rendered version
#questionalgorithm for implementing multiple\e queues in a single dimensional array
Warnock's Algorithm An interesting approach to the hidden-surface problem was presented by Warnock. His method does not try to decide exactly what is happening in the scene but
an electrical student designed a circuit in which the impedence in one part of a series circuit is 2+j8 ohms and the impedent is another part of the circuit is 4-j60 ohm mm program
what is frequency count
File organisation might be described as a method of storing records in file. Also, the subsequent implications approaching these records can be accessed. Given are the factors invo
Simplifying Assumptions of wire frame representation Neglect colour - consider Intensity: For now we shall forget about colour and restrict our discussion just to the intensi
Q. Illustrate the result of running BFS and DFS on the directed graph given below using vertex 3 as source. Show the status of the data structure used at each and every stage.
The number of leaf nodes in a complete binary tree of depth d is 2 d
Game trees An interesting application of trees is the playing of games such as tie-tac-toe, chess, nim, kalam, chess, go etc. We can picture the sequence of possible moves by m
basic calculation for algorith.
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