CG Unit-5
CG Unit-5
5-Marks:
The rotation sequence can require up to three coordinate axis rotations, depending on the
direction we choose for N. In general , if N is not aligned with any world coordinate axis,
we can superimpose the viewing and world systems with the transformation sequence
Rz.Ry.Rx
A-Buffer Method:
An extension idea of depth-buffer method is the A-buffer method. The A-buffer method
represents an antialiased, areta-averaged, accumulation-buffer method developed by
Lucasfilm for implementation of surface rendering system called REYES (renders
everything you ever saw). A drawback of depth buffer is that it can only find one visible
surface at each pixel position. The A-buffer method expands the depth buffer so that each
position in the buffer can reference a linked list of surfaces. Each position in the A-buffer
has two fields:
Depth field – stores a positive or negative real number
Intensity field – stores surface-intensity information or a pointer value.
If the depth field is positive, the number stored at that position is the depth of a single
surface overlapping the corresponding pixel area. The intensity field then stores the RGB
components of the surface color at that point and the percent of pixel coverage.
If the depth field is negative, this indicates multiple surface contributions to the pixel
intensity. The intensity field then stores a pointer to a linked list of surface data. Data for
each surface in the linked list includes.
RGB intensity components
Opacity parameter
Depth
Percent of area coverage
Surface identifier
Other surface-rendering parameters
Pointer to net surface
Using the opacity factors and percent of surface overlaps, we can calculate the intensity
of each pixel as average contributions from the overlapping surface
Depth-Buffer Method:
Algorithm