Ans 1: Answer in the image.
Ans 2: Synthetic Camera Model-
Synthetic camera model vs natural viewing system(eye)-
Lens focus: In camera, the lens moves closer/further from the film to focus. In your eyes, the lens changes shape to focus: The muscles in your eyes change the actual shape of the lens inside your eyes.
Sensitivity to light: A film in a camera is uniformly sensitive to light. The human retina is not. Therefore, with respect to quality of image and capturing power, our eyes have a greater sensitivity in dark locations than a typical camera.
There are lighting situations that a current digital cameras cannot capture easily: The photos will come out blurry, or in a barrage of digital noise. As an example, when observing a fluorescence image of cells under a microscope, the image you can see with your eyes would be nigh-on impossible to capture for an ordinary camera. This is mainly because of the fact that the amount of light entering the camera (and your eyes) is so low.
Ans 3: Answer in the image.
Ans 4: Object Space or Local
space
Local space is the coordinate space that is local to your
object, i.e. where your object begins in. Imagine that you've
created your cube in a modeling software package (like Blender).
The origin of your cube is probably at (0,0,0) even
though your cube might end up at a different location in your final
application. Probably all the models you've created all have
(0,0,0) as their initial position. All the vertices of
your model are therefore in local space: they are all
local to your object.
The vertices of the container we've been using were specified as
coordinates between -0.5 and 0.5 with
0.0 as its origin. These are local coordinates.
Ans 5: World space
If we would import all our objects directly in the application
they would probably all be somewhere positioned inside each other
at the world's origin of (0,0,0) which is not what we
want. We want to define a position for each object to position them
inside a larger world. The coordinates in world space are exactly
what they sound like: the coordinates of all your vertices relative
to a (game) world. This is the coordinate space where you want your
objects transformed to in such a way that they're all scattered
around the place (preferably in a realistic fashion). The
coordinates of your object are transformed from local to world
space; this is accomplished with the model matrix.
Ans 6: Answer in image.
Ans 7: (Further adding to Ans 5)
: The model matrix is a transformation matrix that
translates, scales and/or rotates your object to place it in the
world at a location/orientation they belong to. Think of it as
transforming a house by scaling it down (it was a bit too large in
local space), translating it to a suburbia town and rotating it a
bit to the left on the y-axis so that it neatly fits with the
neighboring houses. You could think of the matrix in the previous
chapter to position the container all over the scene as a sort of
model matrix as well; we transformed the local coordinates of the
container to some different place in the scene/world.
Ans 8: Projection & it's types: It is the
process of converting a 3D object into a 2D object. It is also
defined as mapping or transformation of the object in projection
plane or view plane. The view plane is displayed surface.
(Types in the image).
Ans 9: Orthographic vs
Perspective Projection:
Orthographic projections are parallel projections. Each line that
is originally parallel will be parallel after this transformation.
The orthographic projection can be represented by a affine
transformation.
In contrast a perspective projection is not a parallel
projection and originally parallel lines will no longer be parallel
after this operation. Thus perspective projection can not be done
by a affine transform.
Ans 10: Look-At



The idea of the method is simple. In order to set a camera position
and orientation, all you really need is a point to set the camera
position in space which we will refer to as the
from point, and a point that defines what the
camera is looking at. We will refer to this point as the
to point.
Question 1: Illustrate the Rendering pipeline of the graphic systems. Answer: Question 2: Discuss the Synthetic...
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