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Approximating smooth surfaces with Polygon nets
Networks of polygons are used to represent smooth surfaces. They are, of course, only an approximation to the true surface, but they are adequate for most computer graphics tasks. One of the commonest uses of the technique is to approximate a cylinder by the use of a set of flat polygons.
The Lambert shading model is a great improvement over wire-frame drawings as far as realism is concerned. It is also a reasonably fast technique when compared to some of the alternatives that we are about to meet. It is, however, far from perfect. Using a different colour for each polygon means that the polygons show up very clearly (the appearance of the model is said to be faceted). This is fine for a cube, but not so good when attempting to use the polygon as part of a smooth surface. Figure 3.22 shows 32 flat surfaces, arranged in a circle, pretending to be a cylinder. The difference in intensity between neighbouring sections can easily be seen.
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Comparison Techniques There are several techniques for determining the relevancy and relative position of two polygons. Not all tests may be used with all hidden-surface algori
Write the algorithm for compound interest
Area Subdivision Method In this method, the viewport is examined for clear decisions on the polygons situated in it, in regard to their overlap and visibility to the viewer. Fo
Write a recursive function the computes the number of digits in a positive integer n. For example if n = 6598, the function should return 4. Find a variant expression and a thresho
A stack is a last in, first out (LIFO) abstract data type and sequential data structure. A stack may have any abstract data type as a component, but is characterized by two fundame
A tree is a non-empty set one component of which is designated the root of the tree while the remaining components are partitioned into non-empty groups each of which is a subtree
explain two strategies to implement state charts with the help of an example of each.
#include #include int sumFact(int numb); int calculateFactorial(int digit); main() { int numb, sumfact; do{ printf ("Enter a number 1 to 9999\n"); scanf("%
Q. In the given figure find the shortest path from A to Z using Dijkstra's Algorithm. Ans: 1. P=φ; T={A,B,C,D,E,F,G,H,I,J,K,L,M,Z} Let L(A)
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