THE GEORGE WASHINGTON UNIVERSITY
Department
of Computer Science
CS 6554 -
Computer Graphics II - Spring 2014
Assignment
2, Scan-convert & Z-Buffer Algorithm
Yan Meng
Description:
The implemented system extends Lab1 to involve scan-conversion of a set of models. Visible surfaces are determined using z-buffer algorithm for per-pixel depth checking. Tri-linear interpolation is used to incrementally interpolate the x and z value along scan lines and polygons edges. Viewing specifications are built in the system and can be easily modified.
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Result comparison
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Viewing
Specification
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Scan-conversion without Z-Buffer
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Scan-conversion with Z-Buffer
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Camera:
(1.0, 0.5, -3.0)
Reference:
(0, 0,
0)
Up:
(0, 1,
0)
d:
1.8
f:
50
fov:
60o
Number_of_Objects:
2
Object name:
house.d
scale:
(1, 1,
1)
translate:
(0.6, 0.5, -0.1)
rotate:
(0.0, 60o, 0.0)
Object name:
house.d
scale:
(1, 1,
1)
translate:
(-0.3, 0.0, -0.0)
rotate:
(0.0, 60o, 0.0)
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Camera:
(1.0, 0.5, -3.0)
Reference:
(0, 0,
0)
Up:
(0, 1,
0)
d:
1.8
f:
50
fov:
60o
Number_of_Objects:
2
Object name:
ball.d
scale:
(0.5, 0.5,
0.5)
translate:
(0.6, 0.5, -0.1)
rotate:
(0.0, 0.0, 0.0)
Object name:
cow.d
scale:
(1.5, 1.5,
1.5)
translate:
(0.0, 0.0, 0.0)
rotate:
(0.0, 0.0>, 0.0)
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Camera:
(1.0, 0.5, -3.0)
Reference:
(0, 0,
0)
Up:
(0, 1,
0)
d:
1.8
f:
50
fov:
60o
Number_of_Objects:
2
Object name:
ball.d
scale:
(0.5, 0.5,
0.5)
translate:
(-0.3, 0.3, 0.0)
rotate:
(0.0, 0.0, 0.0)
Object name:
bench.d
scale:
(1, 1,
1)
translate:
(0.0, 0.0, 0.0)
rotate:
(0.0, 30o, 0.0)
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