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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.
Scale a sphere cantered on the point (1, 2, and 3) with radius 1, so that the new sphere has the same centre with radius 2. Solution: Translate the sphere so that its centre
Introduction of Visible Surface Detection For displaying a realistic presentation of the given 3Dimentional object, hidden surfaces and hidden lines should be identified fo
Q. What Colour depths are basically used? Basically the number of colours are an exponential power of 2 as for Colour Depth n, colours can be showed. The most popular colour mo
Forensics: Accidents occur every minute. Very frequently, there are no witnesses except for the individuals concerned in the accident or worse yet, there are no surviving witnesse
Discuss in detail about rendering Computer animation uses a technique termed as avars (animation variable) where starting point is generally a series of stick figures; for exam
Question 1 Explain any ten types of artistic filters Question 2 What is Freehand Tool? Explain the procedure of drawing lines and curves with freehand tool Question 3 Ho
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Vertical retrace - Display Devices In a refresh CRT monitor, the time it takes for an electron beam to return to the top, left most point on the monitor after refreshing all ho
Softwares and Hardwares for Computer Animation The categories of both software as well as hardware needed to work on animation are now to be discussed. Computer animation can b
2-D and 3-D Transformations Previously, we have presented approaches for the generation of polygonal regions and lines. We identified that once the objects are produced, the v
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