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Translation, Rotation and Scaling - output primitives
1. Two basic approaches used in character generation are - Bitmap method and outline method.
2. All 2D geometric transformations can be obtained by using appropriate combinations of three primitive transformations (i) translation (ii) rotation (iii) scaling. Shear and reflection are two important transformations which can also be derived from primitive transformations. But looking into their vast applications, they are discussed separately and are treated as primitive transformations in many graphics packages.
1. For the polygon shown in Figure on the next page, how many times will the vertex V 1 appear in the set of intersection points for the scan line passing through that point? How
Polygon Tables - curves and surfaces All polygons are analogous to a graph G (V, E). Remember that the analogy in which a polygon surface can be specified along with as a set
Diffuse Reflection - Polygon Rendering & Ray Tracing Methods It is characteristic of light reflected from a non-shiny, dull surface. Objects illuminated solely through diff
Performing rotation about an Axis For performing rotation about an axis parallel to one of the coordinate axes (say z-axis), you first need to translate the axis (and hence the
1. Compare Bresenham line generation with Digital Differential Analyzer line generation. Ans. Bresenham line generation algorithm is better than Digital Differential Analyze
Problems at Shared Vertices - Modeling and Rendering Shading discontinuities can arise while two adjacent polygons fail to share a vertex which lies along their common edge.
what is the opengl code for tcp connection?
Taxonomy of Projection - viewing transformation There are different types of projections as per to the view that is essential. The subsequent figure 3 demonstrates taxonomy o
Suggest a method to draw an object as in figure using four Bézier curves of suitable degree Answer: Employ four quartic Bézier curves with the endpoint of one as the initial poi
Categorization of Light resources - Point source This is the easiest model for a light emitter. Currently rays from source obey radically diverging ways from the source positi
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