What is Scanline Rendering
Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture.
How you will benefit
(I) Insights, and validations about the following topics:
Chapter 1: Scanline rendering
Chapter 2: Painter's algorithm
Chapter 3: Rasterisation
Chapter 4: Texture mapping
Chapter 5: Z-buffering
Chapter 6: Graphics pipeline
Chapter 7: Clipping (computer graphics)
Chapter 8: Hidden-surface determination
Chapter 9: Shader
Chapter 10: Shadow volume
(II) Answering the public top questions about scanline rendering.
(III) Real world examples for the usage of scanline rendering in many fields.
Who this book is for
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Scanline Rendering.
Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture.
How you will benefit
(I) Insights, and validations about the following topics:
Chapter 1: Scanline rendering
Chapter 2: Painter's algorithm
Chapter 3: Rasterisation
Chapter 4: Texture mapping
Chapter 5: Z-buffering
Chapter 6: Graphics pipeline
Chapter 7: Clipping (computer graphics)
Chapter 8: Hidden-surface determination
Chapter 9: Shader
Chapter 10: Shadow volume
(II) Answering the public top questions about scanline rendering.
(III) Real world examples for the usage of scanline rendering in many fields.
Who this book is for
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Scanline Rendering.
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