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Silicon Graphics - Hardware for computer animation
The SGI platform is one of the most broadly used hardware platforms in professional or broadcast feature computer animation productions. Several of the salient characteristics of Silicon Graphics Inc. computers are that, of the dissimilar types obtainable in the market. Silicon Graphics Inc. computers are really fast, produce excellent outcomes and operate by using the widespread UNIX operating system. SGIs are created by Silicon Graphics, ranging from the common reason Indy, to the high power Indigo2 Extreme® utilized to produce animations, the Onyx that is particularly suited to do complicated calculations. Almost all main production studios utilize SGIs state of the art software as Alias, Wavefront and SoftImage are run on SGIs.
to implement cohen sutherland
Multiple Channels: As the 1990s, movie theatres have upgraded their sound systems to surround sound systems which carry more than two channels. The most well liked illustrations a
Rigid body or Non-Rigid body Transformations 2D transformations can be classified as rigid body or non-rigid body transformations. Rigid body transformations keep the shape and
For orthographic parallel projection: glOrtho(left, right, bottom, top, near, far); glOrtho2D(left, right, bottom, top); Here left, right define the x-direction ex
Reflection and Shear There are a few important transformations which are not primitive in the sense that they can be expressed as compositions of translation, rotation and scal
Explain Three Dimensional Transformations A 3D geometric transformation is utilized extensively in object modelling and rendering. 2D transformations are naturally extended to
Cyrus Beck Algorithm - Line Clipping Algorithm Cyrus Beck Line clipping algorithm is actually, a parametric line-clipping algorithm. The term parametric means that we requi
A triangle is having the vertices A(0,0) B(1,2) and C (5,2).Magnify the triangle to thrice it''s size while keeping C(5,2) fixed
Cases of the Sutherland Hodgman Polygon Clipping Algorithm In order to clip polygon edges against a window edge we move from vertex V i to the subsequent vertexV i+1 and cho
10 Knowledge Management checklist
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