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Question 1:
(a) Explain the term ‘logo' with the use of an example. (b) Explain in detail what three basic questions you need to ask yourself before creating a logo. (c) You have been asked to design a business card. Name and explain the four factors to keep in mind while undertaking this project.
Question 2:
(a) Explain what you understand by ‘Corporate Style Guide'. (b) Give six details or sections that can be found in a Corporate Style Guide? (c) What are the reasons for creating a Corporate Style Guide? (d) Based on your answer from part (c), name eight consequences of not having a Corporate Style Guide?
Plane equation - spatial orientation of the Surface Element For some of Plane equation procedures, we have information regarding the spatial orientation of the individual surf
Orientation Dependence - Modeling and Rendering The outcomes of interpolated-shading models are dependent of the projected polygon's orientation. Because values are interpolat
Question : (a) What do you meant by "solo a layer " in Adobe After Effects. Explain briefly how would you perform it. (b) Briefly explain the importance of an adjustment lay
describe z-buffer algorithm removing hidden surface
1. Explain the Bresenham line generation algorithm via digitizing the line with end points as (15, 5) and also (25,13). Ans. Now we are utilizing the Bresenham line generati
Important points about Types of light resources - illumination model Note: While we see an opaque non-luminous object, we notice reflected light by one surface of the object
What is rotation? A 2-D rotation is completed by repositioning the coordinates with a circular path, in the x-y plane by making an angle with the axes. The transformation is g
Three Dimensional Transformations A 3D geometric transformation is used extensively in object modelling and rendering.2D transformations are naturally extended to 3D situations
what do you means by bresenham s him algorithm
Phong shading OR Normal Vector Interpolation Shading In Gouraud shading we were doing direct interpolation of intensities although a more exact method for rendering a polygon
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