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Unit 1-2_merged
Unit 1-2_merged
Unit 1-2_merged
Z-Buffer Algorithm
1. Initialization:
Create two buffers: the frame buffer and the Z-buffer (depth
buffer). The frame buffer stores the final image, while the Z-
buffer stores depth values for each pixel.
Set all depth values in the Z-buffer to maximum depth (farthest
from the viewer) and clear the frame buffer.
2. Rendering Process:
For each object in the scene:
Project the object's vertices onto the screen (viewport
transformation).
For each primitive (e.g., triangle) of the object:
1. Initialization:
Sort the vertices of each polygon by their y-coordinates (top to
edge table.
Associate attributes such as color, texture coordinates, etc.,
progresses.
Remove edges from the AET when their maximum y-coordinate
is reached.
5. Completion:
Once all scanlines have been processed, the entire frame is
Octree Algorithm
The Octree algorithm is a hierarchical data structure commonly used in
computer graphics, particularly for spatial partitioning and accelerating
collision detection, visibility determination, and ray tracing. It's particularly
effective for managing spatial data in three dimensions.
1. Initialization:
The root of the Octree represents the bounding box of the
entire scene or a specific region of interest.
The bounding box is divided into eight equally-sized octants,
forming the initial level-1 nodes of the tree.
2. Subdivision:
Each octant is recursively subdivided into eight smaller octants
4. Collision Detection:
For collision detection, objects are placed into the Octree based
5. Visibility Determination:
In visibility determination, the Octree can be used to quickly
identify potentially visible objects from a given viewpoint.
By traversing the Octree and performing visibility tests, objects
that are occluded by others or located behind obstacles can be
efficiently culled from the rendering process, improving
performance.
CURVED SURFACES
4. Subdivision Surfaces:
Subdivision surfaces provide a flexible framework for
6. Implicit Surfaces:
Implicit surfaces are defined by implicit functions that describe
7. Surface Reconstruction:
Surface reconstruction algorithms reconstruct curved surfaces
The Visible Surface Ray Tracing algorithm, also known simply as Ray
Tracing, is a sophisticated rendering technique used in computer graphics
to generate highly realistic images by simulating the behavior of light rays
as they interact with surfaces in a scene. It's particularly effective for
rendering complex lighting effects, reflections, refractions, and shadows.
Here's an overview of the algorithm:
1. Ray Casting:
For each pixel in the image plane, a primary ray is cast from the
viewer's eye (or the camera) through the pixel into the scene.
2. Intersection Testing:
The primary ray intersects with objects in the scene. For each
3. Shading:
At each intersection point, various shading calculations are
4. Secondary Rays:
Secondary rays are generated based on reflection and
refraction properties of the materials at the intersection point.
Reflection rays are cast in the direction of the reflected light
based on the surface normal and the incident ray direction.
Refraction rays are cast when the material is transparent,
bending the ray based on the surface's refractive index.
6. Shadow Rays:
Shadow rays are cast from the intersection point toward light
light source, the point is in shadow and does not receive direct
illumination from that light source.
7. Global Illumination:
Some advanced ray tracing algorithms also account for global
the viewer's eye (or the camera) through the pixel into the
scene.
2. Intersection Testing:
The primary ray is tested for intersection with objects in the
3. Shading:
At each intersection point, shading calculations are performed
5. Recursive Tracing:
For each reflected and refracted ray, the ray tracing process is
6. Shadow Rays:
Shadow rays are cast from each intersection point toward light
light source, the point is in shadow and does not receive direct
illumination from that light source.
7. Global Illumination:
Some recursive ray tracing algorithms also incorporate global
Ispec:
Shading models
Shading models are used in computer graphics to determine the color
and brightness of pixels on surfaces based on lighting information. They
play a crucial role in rendering realistic images by simulating how light
interacts with surfaces. Here are some common shading models:
1. Flat Shading:
Flat shading is a basic shading technique where each polygon
2. Gouraud Shading:
Gouraud shading is an improvement over flat shading that aims
3. Phong Shading:
Phong shading is a shading model that calculates the color of
Color spaces:
Color spaces are mathematical models that describe how colors can be
represented numerically. They provide a systematic way to specify colors
in terms of numerical values, which is essential for digital image
processing, computer graphics, and color reproduction. Here are some
common color spaces:
HLS stands for Hue Light Saturation. It is a double hexcone subset. The
maximum saturation of hue is S= 1 and L= 0.5. It is conceptually easy for
people who want to view white as a point.