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Unit 8: 3-D in Computer Graphics



               Properties of Bezier curves
               1.   The initial and final control points are interpolated.
               2.   The tangent to the curve at the first control point is along the line joining the first and second
                    control points.
               3.   The tangent at the last control point is along the line joining the second last and last control points.
               4.   The curve lies entirely within the convex hull of its control points.
               B-Spline Curve

               A B-spline curve P (t) can be defined as



               Here,
               {Pi: i=0, 1, n} represent the control points.
               K represents the order of the polynomial segments of the B-spline curve. The order k means that the
               curve is composed of piecewise polynomial segments of degree k-1.
               N i,k (t) - this term is the normalized B-spline blending functions. They can be described by order k and
               by the sequence of real numbers that do not reduce.
               Periodic B-spline

               The B-spline that closes on itself is called the periodic B-spline. It requires that the first ‘n’ control points
               are identical to the last ‘n’, and the initial ‘n’ parameters in the knot vector are identical to the finishing
               intervals.
               8.1.4    Add-ons: Polygon Rendering

               Polygon rendering is used to create images that are 3-D in nature. In normal practice, objects that arise
               when their surface is modeled are triangular polygons and they are next rendered in a wire frame
               model. Rendering is the process that used to model the  objects by specifying their surfaces using
               polygons.
               It consists of three types of shading, namely:
               1.   Constant Shading

               2.   Gouraud Shading
               3.   Phong Shading
               Now let us discuss each of them.
               Constant Shading
               This is the simplest shading model. It is also known as ‘faceted shading’ or ‘flat shading’. A polygon
               here is shaded by applying an illumination model and determining the intensity value so that it can be
               used to shade  an entire polygon model. The intensity value is held across polygon  to create the
               polygon’s shade. This approach is considered valid if the following assumptions are true:
               1.   Light source is placed at infinity, with the light source vector kept constant across polygon face.
               2.   Viewer at infinity, with normal vector kept constant across polygon face.
               3.   The actual surface being modeled is represented by the polygon and not its approximation.
               In case, any of the first two assumptions are not correct, some method must be used to determine the
               value of L and V.





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