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Specular Reflection - Polygon Rendering & Ray Tracing Methods
Specular reflection is while the reflection is stronger in one viewing direction that is a bright spot, termed as a specular highlight. It is readily apparent on shiny surfaces. For a perfect reflector, as a mirror, the angle of occurrence equals the angle of specular reflection, as demonstrated below:
Light is reflected mostly towards the reflected ray and is attenuated through an amount dependent on the physical properties of the surface. Because the light reflected from the surface is mostly towards the reflected ray the position of the observer finds out the perceived illumination of the surface. This models the light reflecting properties of mirror or shiny like surfaces.
1. Explain the Bresenham line generation algorithm via digitizing the line with end points as (15, 5) and also (25,13). Ans. Now we are utilizing the Bresenham line generati
Algorithms for filled-area primitives These algorithms are classified into two categories (i) Scan line algorithms (ii) Seed fill algorithms.
Transformation for 3-D Scaling As we already seen that the scaling process is mainly utilized to change the size of an object. The scale factors find out whether the scaling i
Determine the transformation matrix for the reflection about the line y = x. Solution: The transformation for mirror reflection regarding to the line y = x, comprises the subs
Vector Graphics: These are images which may be entirely described by using mathematical definitions. The image below demonstrates the principle. To the left you notice the image i
#BLA for slope greater and equal to 1
What is uniform rational splines
Scientific Visualization This is complex for the human brain to create sense out of the large volume of numbers produced through a scientific computation. Statistical and nume
Graphic Primitives In previous section, we have discussed refreshing display devices and its categories which are Raster and Random Scan display devices. We have also discusse
Summary of Graphic Primitives In this all section, we have illustrated the basic graphic primitives that are line, point and circle; we have also illustrated both practical an
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