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CS602 Computer Graphics GDB Fall 2019 Solution & Discussion

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CS602 Computer Graphics GDB Solution & Discussion Fall 2019


Rendering is the process of computing a three-dimensional geometric description of a scene into a two-dimensional image representation that looks real. Ray-tracing and Radiosity are two of the most famous rendering techniques for photorealistic images.

Discuss the technique suitable for rendering ten under-water images of marine creatures showing total internal reflection needed by ABC Marine Department. The department needs the images to be more natural and can wait for image generation for a month.

Read the following instructions carefully before sending your comments:

  1. Your discussion must be based on logical facts and in-depth knowledge of topic is must for that.
  2. Your comments should be relevant to the topic i.e. clear and concise. (Maximum 4-5 lines answer).
  3. You should post your comments on Graded Discussion Board & not on the Regular MDB. Both will run parallel to each other during the time specified above.
  4. Books, websites and other reading material may be consulted before posting your comments.
  5. GDB will have weight-age of 5% of your total subject marks.
  6. No extra time will be given for discussion.
  7. You cannot participate in the discussion after the due date or through e-mail.

cs602 GDB solution Fall 2019

In this scenario, I’ll prefer Ray-Tracing cause the ray traced has more realistic shading to show accurate reflection of objects, scenes and location by using Ray Tracing to render the images taken under water more realistic authentic etc. That’s why my answer is that they’ll use Ray Tracing to Render. That’s it.

CS 602 GDB Fall 2019 & 2020 Correct Solution

CS602 GDB Solution Spring 2019

FXAA is the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrin of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Auto sport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that do not support post-process anti-aliasing natively.

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