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Algorithm for Z-Buffer Method
(a) Initialize every pixel in the viewport to the smallest value of z, namely z0 the z-value of the rear clipping plane or "back-ground". Store all values in the z-buffer.
(b) Start polygon loop i = 1 to n, n being the number of polygons.
(i) Scan convert each pixel, that is, find the value of z for each (x, y) for the polygon.
(ii) Compare it with the z′ value stored for that (x, y). If z < z′, then the new point is closer to the viewer than the previous point, and hence is visible in front of the previous point; reset z′ to the new value.
(c) End loop on i.
(d) Plot only the final z′ values in the z-buffer for all (x, y) in the viewport, with the appropriate colour or gray scale and other attributes.
Q. Make a BST for the given sequence of numbers. 45,32,90,34,68,72,15,24,30,66,11,50,10 Traverse the BST formed in Pre- order, Inorder and Postorder.
create aset of ten numbers.then you must divide it into two sets numbers which are set of odd numbers and set of even numbers.
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