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1. What do you understood by the term graphic primitives?
Ans. Graphic primitives are the basic graphic objects that can be united in any number and method to produce a new image or object.
2 What is the Staircase effect?
Ans. Because of low resolution and inappropriate approximation of pixel positions the images are usually distorted and the Zig-Zags that is called distortions which produced in the display of straight line or the other graphic primitive is the staircase effect.
what do you means by bresenham s him algorithm
What is scan line algorithm? One way to fill the polygon is to apply the inside test. I.e. to check whether the pixel is inside the polygon or outside the polygon and then hig
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 t hit , n, P and v, so th
Panning and zooming Components (such as your Polybounce or Animation) is simply a matter of reFrameing the world window. To pan right or left horizontally, one shifts it in the pos
QUESTION 1. Describe two methods for converting 16x9 widescreen movie to 4x3. 2. Explain clearly the difference between File Format and Codec. 3. What is a video transiti
Printing Press discovered in 16th century: Books provided more role models & multiple perspectives. Exposure to books demanded that learners employ critical thinking to r
(a) Differentiate between the following compression algorithm: 1. Shannon -Fano Algorithm and 2. Huffman Encoding (b) A statistical encoding algorithm is being considered
Can you tell which main components (hardware and software) are needed for computer graphics? Besides the computer, some special devices and software may be needed especially fo
Important points about the bezier curves - modeling and rendering 1) Generalizing the idea of Bezier curve of degree at n based upon n+1 control point p0,.....pn P(0)= P 0
Example: Exemplify the Bresenham line generation algorithm through digitizing the line along with end points (20, 10) and (30, 18) Solution: m = (y2 - y1)/( x2 - x1) =
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