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To reflect the ball off of the polyline, we need to re?ect it off of the segment that had the minimum thit. But the reflection computation depends only on thit, n, P and v, so there is actually no need to keep track of which segment was hit. Save thit and n as member variables of the polyline, updating ˆ n in thit at the same time as thit. These will then be the appropriate values when the polyline's reflect is called.
Definitions of Hypermedia It is a term created through Ted Nelson in the year 1970. It utilized as a logical extension of the term hypertext, wherein graphics, video, audi
Computer Animation The term Animation is derived from 'animate' that literally means 'to give life to', 'Animating' a thing implies to impart movement to something that can't m
normalization in detail
Explain about the Computer animation Computer animation is the art of creating moving images by computer software and hardware. For 3D animation, objects are designed on a
Question 1: (a) Describe what you understand by Rotoscoping in Graphic effects. Give details how Rotoscoping could be achieved in After Effects CS3. (b) Using one algorithm
Linearly interpolate - Modeling and Rendering I 4 = I 1 + t (I 2 - I 1 ); here t = (|y 1 - y 2 |)/(|y 1 - y 2 |) I D = I A + t (I B - I A ); here t = (|AD|)/(|AB|)
c/c++ program
Differentiate between z-buffer method and scan-line method. What is the visibility test made in these methods? Solution : In depth buffer algorithm every pixel location on the
Summary of Graphic Primitives In this all section, we have illustrated the basic graphic primitives that are line, point and circle; we have also illustrated both practical an
Visible Surface Detection - Modeling and Rendering Provided a set of 3-Dimentional objects and a viewing position for the generation of realistic graphics show, we want to de
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