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Approximating smooth surfaces with Polygon nets
Networks of polygons are used to represent smooth surfaces. They are, of course, only an approximation to the true surface, but they are adequate for most computer graphics tasks. One of the commonest uses of the technique is to approximate a cylinder by the use of a set of flat polygons.
The Lambert shading model is a great improvement over wire-frame drawings as far as realism is concerned. It is also a reasonably fast technique when compared to some of the alternatives that we are about to meet. It is, however, far from perfect. Using a different colour for each polygon means that the polygons show up very clearly (the appearance of the model is said to be faceted). This is fine for a cube, but not so good when attempting to use the polygon as part of a smooth surface. Figure 3.22 shows 32 flat surfaces, arranged in a circle, pretending to be a cylinder. The difference in intensity between neighbouring sections can easily be seen.
A BST is traversed in the following order recursively: Right, root, left e output sequence will be in In Descending order
ALGORITHM (Insertion of element into a linked list) Step 1 Begin the program Step 2 if the list is empty or any new element comes before the start (head) element, then add t
Simplifying Assumptions of wire frame representation Neglect colour - consider Intensity: For now we shall forget about colour and restrict our discussion just to the intensi
The following are several operations on a AA-tree: 1. Searching: Searching is done using an algorithm which is similar to the search algorithm of a binary search tree. 2. Ins
A representation of an array structure is a mapping of the (abstract) array with elements of type T onto the store which is an array with elements of type BYTE. The array could be
How memory is freed using Boundary tag method in the context of Dynamic memory management? Boundary Tag Method to free Memory To delete an arbitrary block from the free li
how to write a pseudo code using Kramer''s rule
Krushkal's algorithm uses the concept of forest of trees. At first the forest contains n single node trees (and no edges). At each of the step, we add on one (the cheapest one) edg
For AVL trees the deletion algorithm is a little more complicated as there are various extra steps involved in the deletion of node. If the node is not a leaf node, then it contain
With the help of a program and a numerical example explain the Depth First Traversal of a tree.
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