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To transform from the world coordinate system to viewing coordinate system you need to perform the following operations.
a) Translate the viewing coordinate origin to the world coordinate origin (and hence the scene).
b) Rotate the axes so that your viewing coordinate system has the same orientation as the world coordinate system.
While performing such an operation, you are actually performing a change of basis transformation. This again results in another orientation of three mutually perpendicular (linearly independent) unit vectors.
Parallel source and Distributed light source a) Parallel source: this is to be noted that while point source is at an infinite distance then light rays are parallel and func
Explain depth buffer method
Shearing - 2-D and 3-D transformations Shearing transformations are utilized for altering the shapes of 2 or 3-D objects. The consequence of a shear transformation seems like
How many key frames does one minute animation film order along with no duplications need if there are five in among for each pair of key frames? Solution : One minute = 60 sec
Scan Line Algorithm A scan line algorithm determines the overlap intervals of the polygon with each scan line to obtain interior points of the polygon for assigning those point
what I unity of java game?
There are mostly two kinds of Video Tele Conference systems: 1) Desktop systems are add-ons to normal PC's, transforming them in Video Tele Conference devices. A range of variou
Problems at Shared Vertices - Modeling and Rendering Shading discontinuities can arise while two adjacent polygons fail to share a vertex which lies along their common edge.
What is surface patch? A single surface element can be explained as the surface traced out as two parameters (u, v) take all possible values between 0 and 1 in a two-parameter
Bezier Surfaces - Modeling and Rendering Two sets of Bezier curve can be utilized to design an object surface by identifying by an input mesh of control points. The Bézier su
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