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3D Primitive and Composite Transformations
Previously you have studied and implemented 2D geometric transformations for object definitions in two dimensions. These transformations can be extended to 3D objects by including considerations for the z coordinate. In this unit, you will study certain methods to implement such transformations.
You must have noticed here that the translation is as simple as in 2D. Rotation however requires a little more effort in 3D. Standard rotations about three coordinate axes are simpler to perform. In order to apply rotation about an arbitrary axis, you need to have a composite transformation while scaling, shear and reflections are generalized to 3D in a natural way.
Cases of clip a line segment-pq Case 1: As we determine a new value of t E that is value of parameter t for any potentially entering (PE) point we select t max as: t max
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For orthographic parallel projection: glOrtho(left, right, bottom, top, near, far); glOrtho2D(left, right, bottom, top); Here left, right define the x-direction ex
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Explain Bresenham s circle drawing algorithm, OR Explain midpoint circle algorithm for scan converting a circle. Midpoint Circle Algorithm 1. Input radius r and circle
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