Üç boyutlu canlandırma sisteminde gerçeğe benzetme
Üç boyutlu canlandırma sisteminde gerçeğe benzetme
dc.contributor.advisor | Tunali, Füsun | |
dc.contributor.author | Ünverdi, Hünkar | |
dc.contributor.authorID | 39800 | |
dc.contributor.department | Kontrol ve Otomasyon Mühendisliği | tr_TR |
dc.date.accessioned | 2023-03-16T05:59:31Z | |
dc.date.available | 2023-03-16T05:59:31Z | |
dc.date.issued | 1994 | |
dc.description | Tez (Yüksek Lisans) -- İstanbul Teknik Üniversitesi, Fen Bilimleri Enstitüsü, 1994 | tr_TR |
dc.description.abstract | The hidden line/hidden surface problem is öne of the more difficult in computer graphics. Hidden line/hidden surface algorithms attem.pt to determine the lines edges, surfaces ör volumes that öne visible ör invisible to an observer located at a specific point in space. The complexity of hidden line/hidden surface problem has resulted in a large number of diverse solutions. Many of diverse solutions. Many of these öne för specialised applications. There is no best solution to the hidden line/hidden surface problem. Ali hidden line/hidden surface algorithms involve sorting. The order in which sorting of the geometric co- ordinates occurs is generally immaterial to the efficiency of the algorithms. We used the z-buffer algorithm for the hidden surface algorithm. The technique was originally proposed by Catmull and is an image space algorithm. A frame buffer is used to store the attributes of each pixel in image space. The z buffer is a separate depth buffer used to store the z co-ordinate ör depth of every visible pixel in image space. in use, the depth ör z value of a new pixel to be written to the frame buffer is compared to the depth of that pixel stored in the z buffer. If the comparison indicates that the new pixel is in front of the pixel stored in the frame buffer, then the new pixel is written to the frame buffer and the z buffer updated with the new z value. If not, no action is taken. it handles the hidden surface problem and display of complex surface intersections trivially. Simply defined, rendering is process of producing realistle images ör pictures. Producing realistle images involves both physics and psychology. | en_US |
dc.description.degree | Yüksek Lisans | tr_TR |
dc.identifier.uri | http://hdl.handle.net/11527/23511 | |
dc.language.iso | tr | |
dc.publisher | Fen Bilimleri Enstitüsü | tr_TR |
dc.rights | Kurumsal arşive yüklenen tüm eserler telif hakkı ile korunmaktadır. Bunlar, bu kaynak üzerinden herhangi bir amaçla görüntülenebilir, ancak yazılı izin alınmadan herhangi bir biçimde yeniden oluşturulması veya dağıtılması yasaklanmıştır. | tr_TR |
dc.rights | All works uploaded to the institutional repository are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | en_US |
dc.subject | Bilgisayar ve Kontrol | tr_TR |
dc.subject | Bilgisayar destekli benzetim | tr_TR |
dc.subject | Bilgisayar yazılımları | tr_TR |
dc.subject | Gerçekçi görüntü | tr_TR |
dc.subject | Üç boyutlu canlandırma sistemi | tr_TR |
dc.subject | Computer Science and Control | en_US |
dc.subject | Computer aided simulation | en_US |
dc.subject | Computer softwares | en_US |
dc.subject | Realistic images | en_US |
dc.subject | Three dimensional animation system | en_US |
dc.title | Üç boyutlu canlandırma sisteminde gerçeğe benzetme | tr_TR |
dc.type | Master Thesis | tr_TR |