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Low level techniques (motion specific)
Techniques utilized to fully control the motion of any graphic object in any type of animation scene, these techniques are also considered as motion exact techniques since we can identify the motion of any graphic object in scene, techniques as interpolation, and approximation or so on, are utilized in motion specification of any of graphic object. Low level techniques are used when animator generally has a fairly specific idea of the precise motion as he or she needs.
CRT - Cathode Ray Tube Electron gun is used to send an electron beam aimed at a particular point on the screen. Deflection system is used to make the beam strike the screen
Bezier Surfaces - Modeling and Rendering Two sets of Bezier curve can be utilized to design an object surface by identifying by an input mesh of control points. The Bézier su
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
Buffer Areas Required For Z-Buffer Algorithm For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays: 1) Depth-buffer [i,j], to sa
QUESTION (a) What are the main purposes of using master pages? (b) How do you select a master page item on a document page? (c) How do you resize a graphics frame and its
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
what is staircase appearance
Digital video can be characterized by a few variables: Frame rate : various frames displayed per second. The illusion of motion may be experienced on frame rates as low as 12 f
What are the advantages of rendering polygons by scan line method? i. The max and min values of the scan were simply found. ii. The intersection of scan lines with edges i
What is seed fill? One way to fill a polygon is to begin from a given point (seed) known to be inside the polygon and highlight outward from this point i.e. neighboring pixel
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