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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.
For this assignment, you will program a game called Pig. Pig is a two-player game where players compete to be the first to reach (or surpass) 100 points. Pig usually involves playe
Education courses, skills, and knowledge are sometimes taught of context because of lack of application of real time examples. To resolve this, educators are using multimedia to br
What is scaling and shearing? The scaling transformations alters the shape of an object and can be carried out by multiplying every vertex (x,y) by scaling factor Sx, Sy where
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Geometric continuity - Properties of Bezier Curves Geometric continuity is the other process to join two successive curve sections. G 0 continuity is the similar as parametri
Random Scan Display Device The original cathode ray tube, developed in the late fifties and early sixties, produced charts and pictures, line through line on the tube surface
Global illumination model -polygon rendering This illumination model adds to the local model the light which is reflected from the other surfaces to the current surface. This
What is translation? Translation is the process of changing the position of an object in a straight-line path from one coordinate location to another. Each point (x, y) in the
What is bitmap and what is pixmap? The frame buffer used in the black and white system is called as bitmap which take one bit per pixel. For systems with many bits per pixel,
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