CG Dse
CG Dse
and Projection.
2D Tranformation:
2D Tranformation:
Translation:
Scaling:
Conditions:
o
Homogenious Co-ordinates:
It derives the general matrix equation that covers all the equations
by translation, rotation and scaling.
General Equation:
o
Final Equation:
o
Shear:
Slanting or tilting something is called as shear
types:
o X - shear : Only X co-ordinate change, y is preserved
o Y - shear : Only y co-ordinate change, X is preserved
X - Shear Equation:
o
Y - Shear Equation:
o
3D Tranformation:
3D
3D Translation:
Equation:
o
3D Scaling:
Equation:
o
3D Rotation parallel to co-ordinate axis:
Equation z-axis:
o
Taxonomy of Projection:
o
Parallel Projection:
Orthographic Projection:
Perspective Projection:
Lines of projection i.e projectors will intersect and we can see the
lines meeting at one point, this point i s called as center of
projection/ projection reference point.
It will give us realistic views.
Vanishing point: Like railway track, the parallell line seems meeting
at infinity, such point is called as vanishing point.
Vanishing point types:
o 1 point : if 1 vanishing point is created then called as 1 point.
o 2 point : if 2 vanishing point is created then called as 2 point.
o 3 point : if 3 vanishing point is created then called as 3 point.
Colour Models:
Properties of Light:
Ambient Light:
Even if the object is not directly exposed to the light source, due to
reflected rays from the other surfaces, it would be still visible. Such
light is called as ambient light.
Ambient light is constant for all the surfaces and it scatters equally
in all direction.
Objects illuminated using ambient Illumination model appears as a
monochromatic, silhouette, unless the polygon facets of objects are
given different shades.
If we assume that the ambient light reflected from all surfaces are
the same and in all directions, then the illumination model equation
would be,
o
Diffuse Reflection:
o Equal reflection of light in all direction from surface is called
as diffuse reflection.
Specular Reflection:
o Reflection in a particular direction only is know as specular
reflection.
o
Specular Reflection:
o Reflection in a particular direction only is know as specular
reflection.
o
Warn Model:
Warn model provides a way to model the studio light with varying
intensity in different directions.
Shading Algorithms:
Gauraud Shading:
Steps:
o Determine the average unit normal vector at each polygon
vertex.
o Linearly interpolate the vertex normals over the surface of
polygon.
o Apply the illumination model along each scan to determine
projected pixel intensities of surface points.
Halftone Shading:
P.S. Refer to Book for Depth Buffer algo + depth sort + Warnock
Done Unit IV - Light, Colour, Shading and Hidden surfaces.
✧ Curves:
Introduction:
Blending Function:
Bezier Curve:
o
o Polynomial Smoothly follows the control points without much
oscillation.
o Bezier curves do not have local control; repositioning one
control point changes the entire curve.
o The curve is invariant under affine trnaformation.
o The basis functions are real.
o The curve exhibits variation diminishing property, i.e. any line
intersects the Bezier curve at most as often as that line
intersects the polygon interpolating control points.
o Bezier curve can fit any number of control points.
o Reversing the order of control points yield the same Bezier
curve.
Applications of Bezier Curve:
o
o
o
o Matrix Representation:
o Subdivision Method:
B-Spline Curve:
Bezier VS B-Spline Curve:
✧ Fractals:
Fractals:
Fractals are infinitely complex patterns that are self similar across
different scales.
Properties:
o Infinite detail at every point.
o Self-similarity between object parts.
o Natural objects have infinite details; however, we should
design a process which produces finite detail because on the
computer we cannot display infinite detail.
o After certain levels of zoom in, Euclidean shapes lead to
smooth drawing. While in the fractal object, if we keep zoom
in, we continue to see the same detail as it appears in the
original object.
o
Self-similar fractals:
o Such fractal exhibits the self-similarity in shape.
o We can construct the object by applying different scaling
factors to all parts or by using the same scaling factor for all.
o If we use a random scaling factor to generate the subparts, a
fractal is called statistically self-similar.
o statistically self similar fractals are used to construct shapes
like tree, shrubs, plants etc.
Self-affine fractals:
o Such fractals use different scaling factors for all three
directions. We can add random variation to get statistically
self-affine fractals. This class of fractals is best suited to model
terrain, water, clouds etc.
Invariant fractals:
o Nonlinear transformation is applied to construct such fractals.
A self-squaring function in complex space produces self-
squaring fractals like Mandelbro. Self-inverse fractals are
generated using the inversion procedure.
Fractal generation:
Application:
Unit VI - Introduction to
Animation and Gaming
✧ Syllabus:
Segment:
o Introduction
o Segment Table
o Segment Creation
o Closing
o Deleting and renaming
o Visibility.
Animation:
o Introduction
o conventional and computer based animation
o Design of animation sequences
o Animation languages
o Key-frame
o Morphing
o Motion specification
Gaming:
o Introduction
o Gaming platform(NVIDIA, i8060)
o Advances in gaming
✧ Segment:
Segment: