Hi,
Algorithms are given in another book (Computer Graphics a prograaming approach: Steven Harrington):
1. Algorithm Set-Shading ON-OFF
2. Algorithm Unity (normalizes a vector and compute its length)
3. Algorithm Display-File-Enter(OP) : Routine to enter an instruction into display file
4. Calculates the shades of Polygons
5. Algorithm make-Shade (calculates and sets the shading style for a polygon)
6. Algorithm Intensity Shade Setting (enters correct interior style for shading)
7. Algorithm set-Object-Shade(Reflectivity, Refraction, Gloss): Sets object’s shading parameters
8. Algorithm Set-Light (saves light parameters)
9. Algorithm COPY-Light (update current lighting parameters)
10. Algorithm New-View3 (create a new overall viewing transformation)
11. Algorithm : Initialize(Initialize the shading parameters)
Ideas are given in the book from which we did arbitrary rotation:
Simplest is Constant Intensity Shading. Accurate is Phong Shading & Speedy is Fast Phong Shading.
All of them of transforming from 2d (I donot see reference to Z-axis in any of their equations). Last one is using following eq:
N=Ax + By +C
All the 4 ideas are taking only 6 pages.
Zulfi.
Algorithms are given in another book (Computer Graphics a prograaming approach: Steven Harrington):
1. Algorithm Set-Shading ON-OFF
2. Algorithm Unity (normalizes a vector and compute its length)
3. Algorithm Display-File-Enter(OP) : Routine to enter an instruction into display file
4. Calculates the shades of Polygons
5. Algorithm make-Shade (calculates and sets the shading style for a polygon)
6. Algorithm Intensity Shade Setting (enters correct interior style for shading)
7. Algorithm set-Object-Shade(Reflectivity, Refraction, Gloss): Sets object’s shading parameters
8. Algorithm Set-Light (saves light parameters)
9. Algorithm COPY-Light (update current lighting parameters)
10. Algorithm New-View3 (create a new overall viewing transformation)
11. Algorithm : Initialize(Initialize the shading parameters)
Ideas are given in the book from which we did arbitrary rotation:
Simplest is Constant Intensity Shading. Accurate is Phong Shading & Speedy is Fast Phong Shading.
All of them of transforming from 2d (I donot see reference to Z-axis in any of their equations). Last one is using following eq:
N=Ax + By +C
All the 4 ideas are taking only 6 pages.
Zulfi.
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