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Orientation Dependence - Modeling and Rendering
The outcomes of interpolated-shading models are dependent of the projected polygon's orientation. Because values are interpolated among vertices and across horizontal scan lines, the results may be different when the polygon is rotated. This consequence is mainly obvious when the orientation modifies slowly among successive frames of an animation. A same problem cab also happens in visible-surface determination while the z value at each point is interpolated by the z values allocated to each vertex. Both issues can be resolved through decomposing polygons into triangles. Instead, the solution is rotation- independent, although expensive, interpolation methods which solve problem without the requirement for decomposition.
boundary-fill algorithm or flood-fill algorithm As you saw the implementation of scan line polygon fill requires that boundaries should be straight line segments. The seed fi
What is rotation? A 2-D rotation is completed by repositioning the coordinates with a circular path, in the x-y plane by making an angle with the axes. The transformation is g
1. Identify the market segment for the product and write a basic PDS 2. Produce three concept sketch ideas - (remember the assignment is a CAD one not a concept creative design
short note on shading
find out points to the given control points
Area subdivision Method - Visible Surface Detection What are the circumstances to be fulfilled, in Area-subdivision method, thus a surface not to be divided in addition? S
Problem: (a) Distinguish between mono and stereo sound? (b) Calculate the size of a 5 minutes mono sound file of CD quality and with a 16 -bit rate. (c) With reference
what is motion specification?
Approaches to Area Filling Some other approaches to area filling are Scan line polygon fill algorithm Boundary fill algorithm Flood fill algorithm.
Example 1 : Determine the number of memory bits essential for three bit plane frame buffer for the 512 x 512 raster Solution: Whole memory bits needed are 3 x 512 x 512 = 786,
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