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Question 1:
a. List respectively ten main technical and human components necessary to ensure a studio-based one-plus-one interview? b. How does each component contribute in the process of producing a studio-based one-plus-one interview, once the preparation and the planning have been done?
Question 2:
a. Prior to shooting on location, video producers visit the sites so as to have a better idea of what to expect, and more importantly, to avoid potential problem areas.
What are the ten fundamental questions that the Producer should ask himself while he is on site visit?
b. Shooting on location usually needs more preparation. Briefly describe ten issues to consider before the recording starts.
General Perspective transformation with COP at the origin Here we suppose the given point P(x,y,z) be projected like P'(x',y',z') on the plane of projection. The center of pro
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determine the form of the transformation matrix for a reflection about an arbitrary line with equation y=mx+b.
Application Interlacing is utilized through all the analogue TV broadcast systems in recent use as: NTSC: 59.94 fields per second, 525 lines, still field drawn first
Computations with Phong Shading Computations involved along with Phong Shading: i) Find out average unit normal vector at each polygon vertex. ii) Linearly interpol
In computers, colours are created by blending different combinations of red, green and blue. These colours are normally specified as three two-digit hexadecimal numbers in html, ph
What is a dot size and interdot distance? Dot size may be explained as the diameter of a single dot on the devices output. Dot size is also known as the Spot size. Interdo
Light Sources - polygon rendering and ray tracing methods Light Sources are key parts in any ray traced scene, since without them; there would be no rays to trace. Light sour
Implement displacement mapping and bump mapping on a sphere. The displacement can be whatever your choice. The bump map can be whatever your choice as well.
Ray Casting -polygon rendering and ray tracing methods It is a method wherein the surfaces of objects visible to the camera are determined by throwing or say casting rays of
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