2. What is your subject? COMPUTER GRAPHICS
Question 5: Elaborate the world space or world coordinate systems.
When doing computer graphics, it's useful to have a "universal"
coordinate system independent of the camera, so that no matter
where your camera is, the objects' coordinates don't change.
That's "world coordinates". The world coordinate system is whatever
you define it to be. Which direction is +x, +y, and +z is up to
you. Whether 1.0 corresponds to 1.0 metre or 1.0 nanometre is also
up to you. Everything will work as long as you are
consistent.
However, just having the world coordinates system is not enough in
practice.
For example, when you define models that can be placed anywhere in
the world, you don't want to define the vertices in world
coordinates. Instead, you define a point in the model to be the
origin, assume an orientation and scale, and specify the vertices
in that coordinate system instead. That's "model coordinates". The
coordinates are only transformed to world coordinates when the
model is actually placed in the world. This allows you to use the
same object in many places, instead of having to make a new one
every time (and things would get really complicated in that case if
objects can move).
So world and model coordinates give you convenient ways to define
where everything is relative to each other, and also define objects
that can be placed anywhere in the world.
Then you have camera coordinates. When you actually need to render
the world as seen from a camera at a particular point in the world,
you need to know where everything is relative to the camera. That's
camera coordinates.
However, that's not all you need to render something. The camera
coordinates (where objects are relative to the camera) are still in
3D, and we have 2D screens (even when you are rendering 3D, by the
way), so there needs to be a final transformation that goes from
camera coordinates to screen coordinates. Screen coordinates would
be like pixels on your screen.
2. What is your subject? COMPUTER GRAPHICS Question 5: Elaborate the world space or world coordinate...
2. What is your subject? COMPUTER GRAPHICS Question 4: Explain the object space or local coordinate systems. Answer:
Question 1: Illustrate the Rendering pipeline of the graphic systems. Answer: Question 2: Discuss the Synthetic camera model and differentiate it with a natural viewing model (eye). Answer: Question 3: Discuss the 3D viewing pipeline of the graphic systems. Answer: Question 4: Explain the object space or local coordinate systems. Answer: Question 5: Elaborate the world space or world coordinate systems. Answer: Question 6: Discuss the steps of 3D viewing process. Answer: Question 7: Elaborate the world space or world...
my subject :Introduction to Computer Graphics Problem #1 You need to write a program which implements both DDA and Bresenham’s Line Generation Algorithms. The program should prompt the user to enter tow points coordinate and then compute and display the estimated coordinate of the line segment on the screen. Example Please enter your line segment starting point? 10 10 Please enter the coordinate of the line segment end point? 50 30 What algorithm to use DDA Bresenham’s Your program should...
Computer essentials wasn’t in the subject search please
get my question to the right tutor
2. List six protocols that are used on the Internet and what they are used for. Protocols Description/Use 2. 3. 4. 5. 6.
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heck Your 5 & 6 Question 5 (of 20 5. Which of the following inventory accounting systems has be en made much more feasible as a result of computer systems developments? O Perpetual O Physical. O Just-in-time. O Periodic