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Ray Tracing: Ray t racing is the technique to determine which objects in the scene are visible. In this to identify the visible surface for each pixel we continue to bounce the ray around the scene and collecting intensity contributions. This provides a simple and powerful rendering technique for obtaining global reflection and transmission effects. The basic ray tracing algorithm also provides for visible surface detection shadow effects transparency and multiple light source illumination. For each scan line the intensity at the interaction of the scan line with a polygon edge is linearly interpolated from the intensities at the edge end points. For example the polygon edge with end point vertices at position 1 & 2 is intersected by the scan line at point 4. A fast method for obtaining the intensity at point 4 is to interpolate lower intensities I1 & I2 using only the vertical displacement of the scan line.
Various ways of simulating motion:- - Zero Acceleration (Constant Speed) - Non-Zero Accelerations - Positive accelerations
Write short notes on rendering bi-cubic surface patches of constant u and v method? The simple way is to draw the iso-parmetric lines of the surface. Discrete approximations t
What is the feature of Inkjet printers? Features of inkjet printers: They can print 2 to 4 pages/minutes. Resolution is about 360d.p.i. Thus better print quality is achie
Remember in polygonalization of the surface, following rules must be followed. Any two polygons (i) share a common edge, (ii) Share a common vertext, (iii) Arc disj
Merits -Phong shading or Normal Vector Interpolation Shading Hence by finding intensities at various points across the edge we determine the intensity that is varying across t
Assumption regarding to the Digital Differential Analyzer Algorithm The line generation by DDA is discussed merely for the first Quadrant, whether the line lies in the other q
Cases for Digital Differential Analyzer Algorithm 1) If in case 1, we plot the line another way round that is, moving in y direction via 1 unit every time and after that hunt
Filled-Area Primitives Filled-area primitives are one of the most important types of primitives used in Computer Graphics. Basically filled-area primitives are meant to fill
Hypertext: it is conceptually very similar as regular text: it can be stored, searched, read, or edited along with a significant difference: hypertext is text along with pointers
Plane Equation - Curves and Surfaces Plane is a polygonal surface that bisects its environment in two halves. One is termed to as forward and another as backward half of som
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