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Light Sources - polygon rendering and ray tracing methods
Light Sources are key parts in any ray traced scene, since without them; there would be no rays to trace. Light sources are as objects that may be placed at arbitrary positions in the scene, although in addition to the position a light source has some intensity related with it that describes the brightness and color of the light. At any rate, lighting is identified by many to be one of the most significant factors in a ray traced image. This is the location and intensity of light source which give liveliness to an image, a picture flooded along with extreme light might lose any sense of mystery you preferred it to have, while an image as is very dark will not demonstrate enough detail to maintain its viewers interested.
Categories of Line Segments It categorizes line segments into three categories (i) trivially rejected (ii) trivially selected (iii) may be partially visible or totally invisibl
Q. Describe briefly phong shading algorithm. OR Write short note on phong shading. Phong shading Phong shading or normal vector interpo
MPLAB C18 TOOL (MC18) The MPLAB C18 compiler was designed as a full featured ASNI- compliant C - complier for the PIC18 family of 8bits MCUs. MC18 compiler is integrated with c
Assignment Task Your task is to review and compare the current cad/cam software systems available with the intention to make a recommendation in the form of a written report f
Functioning of Input Devices Functioning of input devices-Keyboard, mouse, trackball and space ball, Joystick, data glove, digitizer, scanner, touch panel, light pen, voice sys
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Categories of Parallel Projection Parallel projection can be categorized as per to the angle which the direction of projection makes along with the projection plane. For illu
Entertainment - Applications For Computer Animation Advertising, Games, Film, Video, Television, Multimedia are various of the entertainment fields wherein computer animation h
Determine the perspective transformation matrix upon to z = 5 plane, when the center of projection is at origin. Solution. As z = 5 is parallel to z = 0 plane, the normal is s
Illustration 1: How does the z-buffer algorithm find out which surfaces are hidden? Solution : Depth or Z-buffer algorithm employs a two buffer area each of two-dimensional ar
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