Concepts inInteractive water streams with sphere scan conversion
Rasterisation
Rasterisation (or rasterization) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image for output on a video display or printer, or for storage in a bitmap file format.
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Sphere
A sphere (from Greek ¿¿¿¿¿¿ ¿ sphaira, "globe, ball") is a perfectly round geometrical object in three-dimensional space, such as the shape of a round ball. Like a circle, which is in two dimensions, a perfect sphere is completely symmetrical around its center, with all points on the surface lying the same distance r from the center point. This distance r is known as the "radius" of the sphere. The maximum straight distance through the sphere is known as the "diameter" of the sphere.
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Scan conversion
Scan conversion or scan rate converting is a video processing technique for changing the vertical / horizontal scan frequency of video signal for different purposes and applications. The device which performs this conversion is called a scan converter. The application of scan conversion is wide and covers video projectors, cinema equipment, TV and video capture cards, standard and HDTV televisions, LCD monitors and many different aspects of picture processing.
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Water
Water is a chemical substance with the chemical formula H2O. A water molecule contains one oxygen and two hydrogen atoms connected by covalent bonds. Water is a liquid at ambient conditions, but it often co-exists on Earth with its solid state, ice, and gaseous state. Water also exists in a liquid crystal state near hydrophilic surfaces. Under nomenclature used to name chemical compounds, dihydrogen monoxide is the scientific name for water, though it is almost never used.
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Marching cubes
Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional scalar field. An analogous two-dimensional method is called the marching squares algorithm.
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Particle system
The term particle system refers to a computer graphics technique to simulate certain fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such phenomena which are commonly replicated using particle systems include fire, explosions, smoke, moving water, sparks, falling leaves, clouds, fog, snow, dust, meteor tails, hair, fur, grass, or abstract visual effects like glowing trails, magic spells, etc.
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Computer graphics lighting
Computer graphics lighting refers to the simulation of light in computer graphics. This simulation can either be extremely accurate, as is the case in an application like Radiance which attempts to track the energy flow of light interacting with materials using radiosity computational techniques. Alternatively, the simulation can simply be inspired by light physics, as is the case with non-photorealistic rendering.
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Implicit and explicit functions
The implicit function theorem provides a link between implicit and explicit functions. It states that if the equation R(x, y) = 0 satisfies some mild conditions on its partial derivatives, then one can in principle solve this equation for y, at least over some small interval. Geometrically, the graph defined by R(x,y) = 0 will overlap locally with the graph of an equation y = f(x).
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