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2D Shape Primitives
You have already learnt to plot a point or a pixel on any display device. In this unit, we shall introduce you to various devices available for data input on graphics workstations and also study some of the basic algorithms that help create graphics output primitives. By graphics output primitives we mean the basic building blocks that are required to represent and model a real life object. For example, a four-leg table can be modelled using a few rectangular shapes and some curved 3D shapes (if required). Hence an output primitive is a simple geometric object that can be easily constructed and for which nice constructive algorithms exist. Some of the simpler shapes are lines, circles, ellipses, etc.
Algorithm (scan-line): For each scan line perform from step (1) to (3). 1) For all pixels on a scan-line, arrange depth [x]=1.0 i.e. max value and Intensity [x] = background
Differentiate among interpolation spline and approximation spline? When the spline curve passes by all the control points then it is known as interpolate. When the curve is
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what are the steps involved in 3D transformation
A 2D geometric shape is rotated about a point with coordinates (1,2) by 90° in a clockwise direction. Then, the shape is scaled about the same point in the x-coordinate by 2 tim
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