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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.
Question: (a) Describe the term ‘Multimedia'. (b) Briefly describe two main reasons to use ‘Compression' in Multimedia. (c) All Multimedia development teams could have
Applications Research in computer graphics has a wide range of application as well as both photorealistic and non-photorealistic image synthesis, image-based rendering and mod
Question: Suppose we have a video monitor with a display area measuring 12.8 inches across and 9.6 inches high. If the resolution is 1024 by 768 and the aspect ratio is 1, what is
#BLA for slope greater and equal to 1
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Objectives-Multimedia After going through this section, you should be capable to: explain hypertext and hypermedia ideas, illustrate how multimedia applications are
Important point about the De casteljeau algorithm 1) Bezier Curve: P (u) = ................ (1) Here B n,i (u) = n c i u i (1 - u) n-i ..
2-dimensional xy-shearing transformation, as explained in equation (19), can also be simply extended to 3-dimensional case. All coordinates are translated as a function of displace
basic video controller operations
(a) Differentiate between the following compression algorithm: 1. Shannon -Fano Algorithm and 2. Huffman Encoding (b) A statistical encoding algorithm is being considered
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