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Interactive Graphics: Pros & Cons of Pipeline, Tetrahedron, Perspective & Resolution Diffe, Study notes of Computer Graphics

3D ModelingGraphics PipelinesRendering TechniquesComputer Graphics Algorithms

Solutions to exercises from the fifth edition of angel's interactive computer graphics textbook. Topics covered include the advantages and disadvantages of the graphics pipeline, deriving the tetrahedron algorithm, and the differences between one-point, two-point, and three-point perspectives. The text also touches upon the challenges of implementing single beam crts.

What you will learn

  • What are the advantages and disadvantages of the graphics pipeline architecture?
  • How can we derive the tetrahedron algorithm?
  • What are the differences between one-point, two-point, and three-point perspectives?

Typology: Study notes

2021/2022

Uploaded on 09/07/2022

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Download Interactive Graphics: Pros & Cons of Pipeline, Tetrahedron, Perspective & Resolution Diffe and more Study notes Computer Graphics in PDF only on Docsity! Angel: Interactive Computer Graphics, Fifth Edition Chapter 1 Solutions 1.1 The main advantage of the pipeline is that each primitive can be processed independently. Not only does this architecture lead to fast performance, it reduces memory requirements because we need not keep all objects available. The main disadvantage is that we cannot handle most global effects such as shadows, reflections, and blending in a physically correct manner. 1.3 We derive this algorithm later in Chapter 6. First, we can form the tetrahedron by finding four equally spaced points on a unit sphere centered at the origin. One approach is to start with one point on the z axis (0, 0, 1). We then can place the other three points in a plane of constant z. One of these three points can be placed on the y axis. To satisfy the requirement that the points be equidistant, the point must be at (0, 2 √ 2/3,−1/3). The other two can be found by symmetry to be at (− √ 6/3,− √ 2/3,−1/3) and ( √ 6/3,− √ 2/3,−1/3). We can subdivide each face of the tetrahedron into four equilateral triangles by bisecting the sides and connecting the bisectors. However, the bisectors of the sides are not on the unit circle so we must push these points out to the unit circle by scaling the values. We can continue this process recursively on each of the triangles created by the bisection process. 1.5 In Exercise 1.4, we saw that we could intersect the line of which the line segment is part independently against each of the sides of the window. We could do this process iteratively, each time shortening the line segment if it intersects one side of the window. 1.7 In a one–point perspective, two faces of the cube is parallel to the projection plane, while in a two–point perspective only the edges of the cube in one direction are parallel to the projection. In the general case of a three–point perspective there are three vanishing points and none of the edges of the cube are parallel to the projection plane. 1.9 Each frame for a 480 x 640 pixel video display contains only about 300k pixels whereas the 2000 x 3000 pixel movie frame has 6M pixels, or about 18 times as many as the video display. Thus, it can take 18 times as much time to render each frame if there is a lot of pixel-level calculations. 1.11 There are single beam CRTs. One scheme is to arrange the phosphors in vertical stripes (red, green, blue, red, green, ....). The major difficulty is 1
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