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.

 

Result comparison

Viewing Specification

Scan-conversion without Z-Buffer

Scan-conversion with Z-Buffer

 

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)

 

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)

 

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)

©2014 - Yan Meng