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Three Dimensional Concepts and Display Methods
Imagine yourself taking a picture by a camera. What do you normally do? You specify a viewpoint and view direction and then set up a view window. Once that is done you take a snap and the image of 3D scene/object is captured in a 2D film. Basic idea behind this is projection from 3D to 2D. Projections are broadly classified under two names (i) Parallel (ii) Perspective. When objects are projected onto the display plane along parallel lines, we call it parallel projection. In this case a view direction is specified and image of points on the object are obtained by taking lines parallel to the view direction and finding their intersection with the display plane. If you have seen an architectural drawing of a building plan, you would have noticed that they show three different plots, top view, front view and side view normally. This actually is an example of a parallel projection of the building to be constructed. On the other hand, perspective projection corresponds more closely to the way a human eye perceives a 3D scene. A viewpoint is specified and points from the object are projected to the view plane by considering lines emanating from the points on the object and converging to the viewpoint. Intersections of these converging lines with the display plane make the image of the object under perspective projection.
Illumination Model - Polygon rendering and ray tracing methods Theoretically illumination is exposure of a thing to the light that contributes to light reflected by an object
Lamberts Cosine Law - Diffuse Reflection "LAMBERTS COSINE LAW" specify that the radiant energy from any minute surface area dA in any direction θ relative to the surface usual
Assumption for Diffuse Reflection - Polygon Rendering i) the diffuse reflections by the surface are scattered along with equal intensity in each direction, independent of vie
Find Out Projection Matrix for Oblique Projection To find out projection matrix for oblique projection, we want to find out the direction vector d. Because vector PP' and vect
Q. Describe the z- Buffer algorithm for hidden surface removal. Ans. Z- buffer method: This method compares surface depths at each pixel position on the projection plane. T
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What is riged body transformation matrix? Show that the composition lf two rotation is additive by concatenating the matrix representation of r (theta 2 ) = R (theta1 + theta 2 ) t
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