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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.
What is the maximum number of objects such can be handled via the depth/z- buffer algorithm? Solution : In z-buffer algorithm, an arbitrary number of objects can be handled sin
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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 alon
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Containment Test - visible surface detection Test: That is Containment test: it can be either comprised (contained) or surrounding polygon, if intersection test fails. The
explain vecgen algoritham
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