Computer Graphics Chapter 9 Rendering 1 Rendering n
![Computer Graphics Chapter 9 Rendering 1 Computer Graphics Chapter 9 Rendering 1](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-1.jpg)
![Rendering n RM Three dimensional object rendering is the set of collective processes which Rendering n RM Three dimensional object rendering is the set of collective processes which](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-2.jpg)
![Computing Surface Normal V 1 = P 2 P 1 = (x 2 x Computing Surface Normal V 1 = P 2 P 1 = (x 2 x](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-3.jpg)
![Components of Surface Normal Nx = (y 2 y 1) (z 3 z 1) Components of Surface Normal Nx = (y 2 y 1) (z 3 z 1)](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-4.jpg)
![Back-Face Culling Nz < 0 The polygon is hidden RM 5 Back-Face Culling Nz < 0 The polygon is hidden RM 5](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-5.jpg)
![Back-Face Culling Limitations n n n RM Requires specific ordering of the vertices in Back-Face Culling Limitations n n n RM Requires specific ordering of the vertices in](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-6.jpg)
![Back-Face Culling (General Case) V. N > 0 The polygon is hidden RM 7 Back-Face Culling (General Case) V. N > 0 The polygon is hidden RM 7](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-7.jpg)
![Back-Face Culling (Example) RM 8 Back-Face Culling (Example) RM 8](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-8.jpg)
![Back-Face Culling (Open. GL) RM 9 Back-Face Culling (Open. GL) RM 9](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-9.jpg)
![Painter’s Algorithm RM 10 Painter’s Algorithm RM 10](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-10.jpg)
![Painters Algorithm n Basic Steps: u Sort polygons in the ascending order of z-coordinates Painters Algorithm n Basic Steps: u Sort polygons in the ascending order of z-coordinates](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-11.jpg)
![Painters Algorithm Limitations n Requires sorting of polygons. n All polygons must be necessarily Painters Algorithm Limitations n Requires sorting of polygons. n All polygons must be necessarily](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-12.jpg)
![Painters Algorithm Failure Conditions (1) Polygons with depth and region overlap. (1) Z (2) Painters Algorithm Failure Conditions (1) Polygons with depth and region overlap. (1) Z (2)](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-13.jpg)
![Painters Algorithm Failure Conditions (2) Polygons with cyclic overlap. RM 14 Painters Algorithm Failure Conditions (2) Polygons with cyclic overlap. RM 14](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-14.jpg)
![Painter’s Algorithm Illustration of failure conditions Wrong RM Correct 15 Painter’s Algorithm Illustration of failure conditions Wrong RM Correct 15](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-15.jpg)
![Depth-Buffer Algorithm Z Minimum Depth Value Color Value RM Frame Buffer Depth Buffer 16 Depth-Buffer Algorithm Z Minimum Depth Value Color Value RM Frame Buffer Depth Buffer 16](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-16.jpg)
![Depth-Buffer Algorithm n n n RM For each pixel (i, j), a line passing Depth-Buffer Algorithm n n n RM For each pixel (i, j), a line passing](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-17.jpg)
![Depth-Buffer Algorithm n RM Limitations: u The algorithm requires a large amount of additional Depth-Buffer Algorithm n RM Limitations: u The algorithm requires a large amount of additional](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-18.jpg)
![Shading Models n n n A shading model dictates how light is scattered or Shading Models n n n A shading model dictates how light is scattered or](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-19.jpg)
![Shading Models Vectors RM 20 Shading Models Vectors RM 20](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-20.jpg)
![Shading Models Surface Properties (1) n abs (Coeff. of absorption): Specifies how much of Shading Models Surface Properties (1) n abs (Coeff. of absorption): Specifies how much of](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-21.jpg)
![Shading Models Surface Properties (2) n diff (Coeff. of diffuse reflection): Diffuse scattering occurs Shading Models Surface Properties (2) n diff (Coeff. of diffuse reflection): Diffuse scattering occurs](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-22.jpg)
![Surface Properties I If I is the incident light intensity, then I abs is Surface Properties I If I is the incident light intensity, then I abs is](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-23.jpg)
![Illumination Models Point Source Ambient Light Surface Element RM 24 Illumination Models Point Source Ambient Light Surface Element RM 24](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-24.jpg)
![Illumination Models Ambient Light n n RM Produces uniform illumination (also known as background Illumination Models Ambient Light n n RM Produces uniform illumination (also known as background](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-25.jpg)
![Illumination Models Point Light Source n n n RM Defined in terms of both Illumination Models Point Light Source n n n RM Defined in terms of both](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-26.jpg)
![Light Perceived by the Viewer Diffuse Reflection Point Source Id = Is diff cos Light Perceived by the Viewer Diffuse Reflection Point Source Id = Is diff cos](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-27.jpg)
![Light Perceived by the Viewer Specular Reflection Isp = (Is spec cos f ) Light Perceived by the Viewer Specular Reflection Isp = (Is spec cos f )](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-28.jpg)
![Light Perceived by the Viewer Specular Reflection f is specular reflection parameter determine type Light Perceived by the Viewer Specular Reflection f is specular reflection parameter determine type](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-29.jpg)
![Light Perceived by the Viewer Ambient Reflection n Ambient reflection is independent of surface Light Perceived by the Viewer Ambient Reflection n Ambient reflection is independent of surface](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-30.jpg)
![Computation of Total Reflected Light Total light intensity perceived by the user = Iamb+ Computation of Total Reflected Light Total light intensity perceived by the user = Iamb+](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-31.jpg)
![Shading (Open. GL) RM 32 Shading (Open. GL) RM 32](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-32.jpg)
![Flat and Smooth Shading Flat Shading The entire polygon is drawn with the same Flat and Smooth Shading Flat Shading The entire polygon is drawn with the same](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-33.jpg)
![Gouraud Shading n n n RM The color at P 1 is obtained by Gouraud Shading n n n RM The color at P 1 is obtained by](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-34.jpg)
![Flat and Smooth Shading (Open. GL) RM 35 Flat and Smooth Shading (Open. GL) RM 35](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-35.jpg)
![Flat and Smooth Shading Flat Shading Gouraud shading provides a much smoother appearance of Flat and Smooth Shading Flat Shading Gouraud shading provides a much smoother appearance of](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-36.jpg)
![Texture Mapping (Examples) RM 37 Texture Mapping (Examples) RM 37](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-37.jpg)
![Texture Mapping n n n RM The basic techniques begin with some texture functions, Texture Mapping n n n RM The basic techniques begin with some texture functions,](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-38.jpg)
![Texture Mapping Texture Space RM 39 Texture Mapping Texture Space RM 39](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-39.jpg)
![Texture Mapping (Open. GL) RM 40 Texture Mapping (Open. GL) RM 40](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-40.jpg)
![Texture types n n RM Bitmap Textures: Often formed from bitmap representations of images. Texture types n n RM Bitmap Textures: Often formed from bitmap representations of images.](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-41.jpg)
- Slides: 41
![Computer Graphics Chapter 9 Rendering 1 Computer Graphics Chapter 9 Rendering 1](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-1.jpg)
Computer Graphics Chapter 9 Rendering 1
![Rendering n RM Three dimensional object rendering is the set of collective processes which Rendering n RM Three dimensional object rendering is the set of collective processes which](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-2.jpg)
Rendering n RM Three dimensional object rendering is the set of collective processes which make the object model appear more realistic on the display screen. These processes include u The elimination of surfaces (polygonal segments) on the object that are not visible with respect to the user’s view direction. u Incorporating shading and shadowing effects. 2
![Computing Surface Normal V 1 P 2 P 1 x 2 x Computing Surface Normal V 1 = P 2 P 1 = (x 2 x](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-3.jpg)
Computing Surface Normal V 1 = P 2 P 1 = (x 2 x 1, y 2 y 1, z 2 z 1). V 2 = P 3 P 1 = (x 3 x 1, y 3 y 1, z 3 z 1). N = V 1 V 2. Surface Normal: RM 3
![Components of Surface Normal Nx y 2 y 1 z 3 z 1 Components of Surface Normal Nx = (y 2 y 1) (z 3 z 1)](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-4.jpg)
Components of Surface Normal Nx = (y 2 y 1) (z 3 z 1) (y 3 y 1) (z 2 z 1) Ny = (z 2 z 1) (x 3 x 1) (z 3 z 1) (x 2 x 1) Nz = (x 2 x 1) (y 3 y 1) (x 3 x 1) (y 2 y 1) OR Nx = y 1(z 2 -z 3)+ y 2(z 3 -z 1)+ y 3(z 1 -z 2) Ny = z 1(x 2 -x 3)+ z 2(x 3 -x 1)+ z 3(x 1 -x 2) Nz = x 1(y 2 -y 3)+ x 2(y 3 -y 1)+ x 3(y 1 -y 2) RM 4
![BackFace Culling Nz 0 The polygon is hidden RM 5 Back-Face Culling Nz < 0 The polygon is hidden RM 5](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-5.jpg)
Back-Face Culling Nz < 0 The polygon is hidden RM 5
![BackFace Culling Limitations n n n RM Requires specific ordering of the vertices in Back-Face Culling Limitations n n n RM Requires specific ordering of the vertices in](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-6.jpg)
Back-Face Culling Limitations n n n RM Requires specific ordering of the vertices in the polygon table to determine the outward normal direction. The algorithm will work only with convex objects. A polygon is either completely displayed, or totally eliminated from the display. 6
![BackFace Culling General Case V N 0 The polygon is hidden RM 7 Back-Face Culling (General Case) V. N > 0 The polygon is hidden RM 7](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-7.jpg)
Back-Face Culling (General Case) V. N > 0 The polygon is hidden RM 7
![BackFace Culling Example RM 8 Back-Face Culling (Example) RM 8](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-8.jpg)
Back-Face Culling (Example) RM 8
![BackFace Culling Open GL RM 9 Back-Face Culling (Open. GL) RM 9](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-9.jpg)
Back-Face Culling (Open. GL) RM 9
![Painters Algorithm RM 10 Painter’s Algorithm RM 10](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-10.jpg)
Painter’s Algorithm RM 10
![Painters Algorithm n Basic Steps u Sort polygons in the ascending order of zcoordinates Painters Algorithm n Basic Steps: u Sort polygons in the ascending order of z-coordinates](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-11.jpg)
Painters Algorithm n Basic Steps: u Sort polygons in the ascending order of z-coordinates u Fill RM polygons in the sorted order. 11
![Painters Algorithm Limitations n Requires sorting of polygons n All polygons must be necessarily Painters Algorithm Limitations n Requires sorting of polygons. n All polygons must be necessarily](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-12.jpg)
Painters Algorithm Limitations n Requires sorting of polygons. n All polygons must be necessarily filled. n RM May lead to erroneous images if a failure condition (see below) occurs. 12
![Painters Algorithm Failure Conditions 1 Polygons with depth and region overlap 1 Z 2 Painters Algorithm Failure Conditions (1) Polygons with depth and region overlap. (1) Z (2)](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-13.jpg)
Painters Algorithm Failure Conditions (1) Polygons with depth and region overlap. (1) Z (2) RM Polygons having both depth-overlap and region overlap may require re-sequencing of the polygons in the sorted list. 13
![Painters Algorithm Failure Conditions 2 Polygons with cyclic overlap RM 14 Painters Algorithm Failure Conditions (2) Polygons with cyclic overlap. RM 14](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-14.jpg)
Painters Algorithm Failure Conditions (2) Polygons with cyclic overlap. RM 14
![Painters Algorithm Illustration of failure conditions Wrong RM Correct 15 Painter’s Algorithm Illustration of failure conditions Wrong RM Correct 15](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-15.jpg)
Painter’s Algorithm Illustration of failure conditions Wrong RM Correct 15
![DepthBuffer Algorithm Z Minimum Depth Value Color Value RM Frame Buffer Depth Buffer 16 Depth-Buffer Algorithm Z Minimum Depth Value Color Value RM Frame Buffer Depth Buffer 16](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-16.jpg)
Depth-Buffer Algorithm Z Minimum Depth Value Color Value RM Frame Buffer Depth Buffer 16
![DepthBuffer Algorithm n n n RM For each pixel i j a line passing Depth-Buffer Algorithm n n n RM For each pixel (i, j), a line passing](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-17.jpg)
Depth-Buffer Algorithm n n n RM For each pixel (i, j), a line passing through the pixel and the viewer is considered, and the depths of the polygons on this line are computed. The value d(i, j) in the depth buffer contains the pseudo-depth of the closest polygon encountered at pixel (i, j). The value p(i, j) in the frame buffer (the color of the pixel) is the color of the closest polygon. 17
![DepthBuffer Algorithm n RM Limitations u The algorithm requires a large amount of additional Depth-Buffer Algorithm n RM Limitations: u The algorithm requires a large amount of additional](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-18.jpg)
Depth-Buffer Algorithm n RM Limitations: u The algorithm requires a large amount of additional memory to store the pseudo depth at each pixel value. u Since the analysis is based on a point by point test, the algorithm is time consuming. 18
![Shading Models n n n A shading model dictates how light is scattered or Shading Models n n n A shading model dictates how light is scattered or](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-19.jpg)
Shading Models n n n A shading model dictates how light is scattered or reflected from a surface. A surface is shaded by adjusting the color intensity value of each polygon according to the shading algorithm. Main components: Light source vector, surface normal vector, viewer direction. u Material characteristics of the surface u The illumination model. u RM 19
![Shading Models Vectors RM 20 Shading Models Vectors RM 20](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-20.jpg)
Shading Models Vectors RM 20
![Shading Models Surface Properties 1 n abs Coeff of absorption Specifies how much of Shading Models Surface Properties (1) n abs (Coeff. of absorption): Specifies how much of](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-21.jpg)
Shading Models Surface Properties (1) n abs (Coeff. of absorption): Specifies how much of the incident light is absorbed. If all of the incident light is absorbed, the object appears black. n spec (Coeff. of specular reflection) Specifies how much of the incident light is specularly reflected in one direction. For a highly reflective surface such as a mirror, the value is close to 1. 0 RM 21
![Shading Models Surface Properties 2 n diff Coeff of diffuse reflection Diffuse scattering occurs Shading Models Surface Properties (2) n diff (Coeff. of diffuse reflection): Diffuse scattering occurs](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-22.jpg)
Shading Models Surface Properties (2) n diff (Coeff. of diffuse reflection): Diffuse scattering occurs when the incident light is re-radiated uniformly in all directions. For a rough non-reflective surface, the value is close to 1. 0. n amb (Coeff. of ambient reflection): Specifies how much of the ambient light is reflected by the surface. Often this is same as the diffuse reflection coefficient diff. abs + spec + diff = 1. 0 RM 22
![Surface Properties I If I is the incident light intensity then I abs is Surface Properties I If I is the incident light intensity, then I abs is](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-23.jpg)
Surface Properties I If I is the incident light intensity, then I abs is absorbed by the surface. I spec is specularly reflected. I diff is diffusely reflected. RM 23
![Illumination Models Point Source Ambient Light Surface Element RM 24 Illumination Models Point Source Ambient Light Surface Element RM 24](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-24.jpg)
Illumination Models Point Source Ambient Light Surface Element RM 24
![Illumination Models Ambient Light n n RM Produces uniform illumination also known as background Illumination Models Ambient Light n n RM Produces uniform illumination (also known as background](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-25.jpg)
Illumination Models Ambient Light n n RM Produces uniform illumination (also known as background light). Has no spatial or directional characteristics. Assumed to be incident from all directions with constant intensity Ia. Ambient light reflection from a surface is constant along all visible directions, and does not depend on the surface orientation. 25
![Illumination Models Point Light Source n n n RM Defined in terms of both Illumination Models Point Light Source n n n RM Defined in terms of both](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-26.jpg)
Illumination Models Point Light Source n n n RM Defined in terms of both the position of the source, and the intensity of the source Is. The reflection from a point light source depends on the surface orientation, and varies with respect to the view direction. Light source reflection consists of both specular reflection and diffuse reflection. 26
![Light Perceived by the Viewer Diffuse Reflection Point Source Id Is diff cos Light Perceived by the Viewer Diffuse Reflection Point Source Id = Is diff cos](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-27.jpg)
Light Perceived by the Viewer Diffuse Reflection Point Source Id = Is diff cos Since diffuse scattering is uniform in all directions, the orientation of the polygon relative to the viewer is not significant. RM 27
![Light Perceived by the Viewer Specular Reflection Isp Is spec cos f Light Perceived by the Viewer Specular Reflection Isp = (Is spec cos f )](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-28.jpg)
Light Perceived by the Viewer Specular Reflection Isp = (Is spec cos f ) The vector h = s + v is known as the half-way vector. RM f is an experimentally determined constant 28
![Light Perceived by the Viewer Specular Reflection f is specular reflection parameter determine type Light Perceived by the Viewer Specular Reflection f is specular reflection parameter determine type](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-29.jpg)
Light Perceived by the Viewer Specular Reflection f is specular reflection parameter determine type of surface. (in Open. GL the value range 0 to 128). A very shiny surface is modeled with a large value, and smaller value (down to 0) are used for dull object. RM 29
![Light Perceived by the Viewer Ambient Reflection n Ambient reflection is independent of surface Light Perceived by the Viewer Ambient Reflection n Ambient reflection is independent of surface](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-30.jpg)
Light Perceived by the Viewer Ambient Reflection n Ambient reflection is independent of surface orientation. Ambient reflection is independent of viewers position. The ambient light Ia is uniformly reflected with intensity Ia amb. This is denoted as the ambient reflection Iamb = Ia amb RM 30
![Computation of Total Reflected Light Total light intensity perceived by the user Iamb Computation of Total Reflected Light Total light intensity perceived by the user = Iamb+](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-31.jpg)
Computation of Total Reflected Light Total light intensity perceived by the user = Iamb+ Isp + Id = (Ia amb) + (Is spec cos f ) + Is diff cos RM 31
![Shading Open GL RM 32 Shading (Open. GL) RM 32](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-32.jpg)
Shading (Open. GL) RM 32
![Flat and Smooth Shading Flat Shading The entire polygon is drawn with the same Flat and Smooth Shading Flat Shading The entire polygon is drawn with the same](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-33.jpg)
Flat and Smooth Shading Flat Shading The entire polygon is drawn with the same shade or color. RM Gouraud Shading The shades at the vertices are interpolated to determine the shade at an interior point 33
![Gouraud Shading n n n RM The color at P 1 is obtained by Gouraud Shading n n n RM The color at P 1 is obtained by](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-34.jpg)
Gouraud Shading n n n RM The color at P 1 is obtained by linearly interpolating the colors C 1 and C 2. Similarly, the color at P 2 is found by linearly interpolating the colors C 3 and C 4. Having found P 1 and P 2, the algorithm then fills along the scan line by linearly interpolating between P 1 and P 2 to determine the color at an intermediate pixel Q. 34
![Flat and Smooth Shading Open GL RM 35 Flat and Smooth Shading (Open. GL) RM 35](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-35.jpg)
Flat and Smooth Shading (Open. GL) RM 35
![Flat and Smooth Shading Flat Shading Gouraud shading provides a much smoother appearance of Flat and Smooth Shading Flat Shading Gouraud shading provides a much smoother appearance of](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-36.jpg)
Flat and Smooth Shading Flat Shading Gouraud shading provides a much smoother appearance of surfaces. RM 36
![Texture Mapping Examples RM 37 Texture Mapping (Examples) RM 37](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-37.jpg)
Texture Mapping (Examples) RM 37
![Texture Mapping n n n RM The basic techniques begin with some texture functions Texture Mapping n n n RM The basic techniques begin with some texture functions,](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-38.jpg)
Texture Mapping n n n RM The basic techniques begin with some texture functions, texture(s, t), in texture space which is traditionally marked off by parameters named s and t. The function texture(s, t) produces a color or intensity value for each value of s and t between 0 and 1. Texture mapping is the process of mapping a region in the 2 D texture space to a region in the 3 D space defined by the boundary points. 38
![Texture Mapping Texture Space RM 39 Texture Mapping Texture Space RM 39](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-39.jpg)
Texture Mapping Texture Space RM 39
![Texture Mapping Open GL RM 40 Texture Mapping (Open. GL) RM 40](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-40.jpg)
Texture Mapping (Open. GL) RM 40
![Texture types n n RM Bitmap Textures Often formed from bitmap representations of images Texture types n n RM Bitmap Textures: Often formed from bitmap representations of images.](https://slidetodoc.com/presentation_image/c6be30fbb5f7d7744109a37197026666/image-41.jpg)
Texture types n n RM Bitmap Textures: Often formed from bitmap representations of images. Defined by a mathematical function or procedure. 41
Computer graphics pipeline
Hand held computer
Computer graphics chapter 1 ppt
Graphics rendering
Graphics rendering
Points and lines in computer graphics ppt
Introduction to computer graphics ppt
Crt in computer graphics
Projection in computer graphics
Plasma display in computer graphics
In two dimensional viewing we have?
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Acos glsl
Scan converting ellipse in computer graphics
Computer graphics
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Starburst method
Polygon filling algorithm in computer graphics
Raster scan display
Computer graphics
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Cs 418
Glcreatebuffer
Introduction to hidden surface removal
Achromatic light in computer graphics
What are the interactive input methods
Uniform scaling in computer graphics
Uniform scaling in computer graphics
Orthogonal projection in computer graphics
Logical input devices in computer graphics
Sierpinski gasket in computer graphics
Dda scan conversion algorithm
In two dimensional viewing system have
Csc418
Solid
Scan conversion in computer graphics
Boundary fill algorithm in computer graphics
Boundary representation in computer graphics
Thick primitives in computer graphics
Interaction in computer graphics
Computer graphics
Scan conversion algorithm for line circle and ellipse