i will tell when i have leraned. i will tell when i have leraned.
visible lines are the part of clipping of object in computer graphics. if you find out the line in the figure area then this line is said to be visible line
visible lines are the part of clipping of object in computer graphics. if you find out the line in the figure area then this line is said to be visible line
In 3D computer graphics, hidden surface determination (also known as hidden surface removal (HSR), occlusion culling (OC) or visible surface determination (VSD)) is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint. A hidden surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. The analogue for line rendering is hidden line removal. Hidden surface determination is necessary to render an image correctly, so that one cannot look through walls in virtual reality.
Hidden surface refers to parts of a 3D object that are not visible because they are obstructed by other objects in the scene. Hidden removal is the process of identifying and removing these hidden surfaces from the view to create a more accurate and realistic representation of the scene. This is important in computer graphics to ensure that only visible surfaces are rendered to the viewer.
the visible surface of the sun is called the photoshpere
"Visible" means that it can be seen.
In computer graphics, image scaling is the process of resizing a digital image. Scaling is a non-trivial process that involves a trade-off between efficiency, smoothness and sharpness. With bitmap graphics, as the size of an image is reduced or enlarged, the pixels which comprise the image become increasingly visible, making the image appear "soft" if pixels are averaged, or jagged if not. With vector graphics the trade-off may be in processing power for re-rendering the image, which may be noticeable as slow re-rendering with still graphics, or slower frame rate and frame skipping in computer animation. More to read by opening the link.
ACM Java graphics programs run in a window called the graphics window. If the location is outside of the graphics window then the object is not visible.
Its surface is visible because of how AU's (Astronomical Units) it is away from the Earth.
surface waves occur on the surface its visible to people and people can surface
Hidden Surfaces :- In 3D Computer graphics, it is the process in which we decide which surface or part of surface are not visible from a certain viewpoint. It's solution is a hidden surface algorithm that is visibility problem. It was the first major problem in the field of 3D computer graphics. This process of hidden surface is called hiding and algorithm which is used called a hider.Firstly an image is scanned correctly, which part of the image is not visible that should not be drawn. It also speeds up rendering since objects that are not visible can be removed from the graphics pipeline.Through many techniques we can determination hidden surface. There are different stages of hidden surfaces determination.These stages include:-1. Back face Culling2. Viewing Frustum Culling3. Occlusion Culling4. Contribution Culling.1. Back face Culling:- In back face culling, these object which are not solid in image, the back side of some Faces or polygons, in the mesh will never face the camera. So, no need to draw those faces. It is the responsibility of effect. If the camera happens to be inside a mesh, rather than seeing the inside surface of mesh it disappear completely.2. Viewing frustum culling:- In this technique, a viewing frustum is a geometric representation of the volume of the virtual camera. So, those objects which are outside from the volume are not visible in the final image. So, they are discarded object those are lie on the boundary of viewing frustum. Those objects are cut into pieces along this boundary in the process called clipping.3. Occlusion culling: - Occlusion culling is that where the objects are hidden by the other objects those are front of the computer so it is the fundamental problem of the computer. Here we use painter's Algorithm with this polygons are stored then draw back to front.4. Contribution Culling: - In contribution culling we check objects those are far away from the view point, so these are not shown then through where we determine that which portion of image is shadow.For more on images and website creation, you can visit our flash website builder which can help you with free HTML, Flash templates and Flash intros.