Differentiate between object space method and image space method.
Answers
IMAGE SPACE:
The representation of graphics in the form of Raster or rectangular pixels has now become very popular. Raster display is very flexible as they keep on refreshing the screen by taking the values stored in frame buffer. Image space algorithms are simple and efficient as their data structure is very similar to that of frame buffer. The most commonly used image space algorithm is Z buffer algorithm that is used to define the values of z coordinate of the object.
OBJECT SPACE:
Space object algorithms have the advantage of retaining the relevant data and because of this ability the interaction of algorithm with the object becomes easier. The calculation done for the coloUr is done only once. Object space algorithms also allow shadow generation to increase the depth of the 3 dimensional objects on the screen. The incorporation of these algorithms is done in software and it is difficult to implement them in hardware.
What’s the difference between Image Space and Object Space
• Image space algorithms are much more efficient than object space algorithms
• Object space algorithms are much more functional than image space algorithms
• Colour calculation in object space algorithms is done only one time and is retained by it but in image space algorithm the calculation once done is over written later.
hope it helps!!
Differentiate between 'object space method' and 'image space method':
Object-space method:
- The object-space method deals with object definition directly. It compares objects and the properties of the related objects to each other within the scene definition to figure out which surfaces, in general, should be marked as visible.
- The object-space method is initiated for the vector graphics system and is generally used for accuracy and continuous operation. For example, Back-Face Detection.
Image space method:
- The image-space method generally deals with projected images of the object. In this method, visibility is chosen point by point at every pixel position on the projection plane.
- Basically, it is used for time-saving and discrete operations. For example, depth-buffer method.
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