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Procedural Animation - Computer Animation
This category of animation is utilized to produce real time animation that permits a more diverse series of actions to occur. These actions be generated by using some could otherwise pre-explained animation processes are utilized to illustrate movement over time. There might be procedures which use the laws of physics as Physical that is modeling based or animator-generated processes. Some illustration of procedural animation is collision that is an activity which is the outcome of some other action this is termed as a "secondary action", for illustration throwing a ball that hits the other object and causes the second object to move; simulating particle systems smokes water and so on hair and for dynamics. In computer video games this is frequently used for easy things as players head rotation to look around and so on.
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Explain working of CRT
Ray Tracing - polygon rendering and ray tracing methods "Ray tracing" is a technique of following the light by the eye to the light source. While ray casting only relates its
Sequencing of Animation Design Previously we have discussed many things regarding the traditional and current trends of computer created animation although now it is time to pr
Interpolation of surface - Polygon Rendering Interpolation of surface normals beside the polygonedge between two vertices is demonstrated above in the figure 15. Here the norm
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1. Compare Bresenham line generation with Digital Differential Analyzer line generation. Ans. Bresenham line generation algorithm is better than Digital Differential Analyze
Introduction of Curves and Surfaces This section has covered the methods of generating polygons, closed and curves surfaces. Under those methods we have discussed different ty
Delta-Delta Arrangement and In-Line Arrangement There are two types of shadow masks available, delta-delta arrangement and in-line arrangement. The in-line arrangement refers t
What are the important properties of Bezier Curve? It requires only four control points It always passes by the first and last control points The curve lies enti
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