line drawing algorithm, Computer Graphics

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derive dda line drawing algorithm

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Three Dimensional Transformations A 3D geometric transformation is used extensively in object modelling and rendering.2D transformations are naturally extended to 3D situations

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Transformation for 3-D Shearing 2-dimensional xy-shearing transformation, as explained in equation, can also be simply extended to 3-dimensional case. All coordinates are tran

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Ray Tracing - Polygon Rendering & Ray Tracing Methods Ray tracing obeys all rays from the eye of the viewer back to the light sources. The method Ray tracing is very good at

Gourand shading, This renders a polygon surface by linearly interpolating i...

This renders a polygon surface by linearly interpolating intensity values across the surface. Intensity values for each polygon are matched with the values of adjacent polygon alon

How does the z-buffer algorithm find out which surfaces, Illustration 1: H...

Illustration 1: How does the z-buffer algorithm find out which surfaces are hidden? Solution : Depth or Z-buffer algorithm employs a two buffer area each of two-dimensional ar

Aspect ratio - display devices, Aspect ratio - Display Devices Ratio of...

Aspect ratio - Display Devices Ratio of vertical points to horizontal points necessary to produce equal length lines in both directions on the screen. For example, in a CRT mon

Pcs or personal computers really - hardware for animation, PCs or Personal ...

PCs or Personal Computers Really - Hardware for Animation  these are really versatile machines that have been around for years. PCs are the favorite of many computer users, due

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The image you have been given for contour extraction is shown in Figure 1. The method for constructing the search space is shown in Figure 2. It is generated from two initial discr

Unrepresentative vertex normals - modeling and rendering, Unrepresentative ...

Unrepresentative vertex normals - Modeling and Rendering Calculated vertex normals may not adequately present the surface's geometry. For illustration, if we calculate vertex

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