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Explain about Franklin Algorithm
We mentioned how the number of possible comparisons of polygons grows as the square of the number of polygons in the scene. Many of the hidden-surface algorithms exhibit this behaviour and have serious performance problems on complex scenes. Franklin developed an approach which gives linear time behaviour for most scenes. This is done by overlaying a grid of cells on the scene (similar to Warnocks approach, only these cells Visual Realism are not subdivided). The size of the cells is on the order of the size of an edge in the scene. At each cell the algorithm looks for a covering face and determines which edges are in front of this face. It then computes the intersections of these edges and determines their visibility. The idea is that as objects are added to the scene and the number of polygons increases, the new objects will either be hidden by objects already in the scene or will hide other objects in the scene. While the number of objects increases, the complexity of the final scene (after hidden portions are removed) does not increase. By considering only the edges in front of the covering face for a cell, the algorithm considers only the edges likely to be in the final image. Although the total number of edges may increase, this increase occurs, for the most part, behind the covering faces, and the number of edges in front will remain small.
What is complexity of an algorithm? What is the basic relation between the time and space complexities of an algorithm? Justify your answer by giving an example.
Post-order Traversal This can be done both iteratively and recursively. The iterative solution would need a change of the in-order traversal algorithm.
/* the program accepts two polynomials as a input & prints the resultant polynomial because of the addition of input polynomials*/ #include void main() { int poly1[6][
Q. Write down an algorithm to add an element in the end of the circular linked list. A n s . Algo rithm to Add the Element at the End of Circular Linked Lists
important points on asymptotic notation to remember
Example: (Single rotation into AVL tree, while a new node is inserted into the AVL tree (LL Rotation)) Figure: LL Rotation The rectangles marked A, B & C are trees
Prove that uniform cost search and breadth- first search with constant steps are optimal when used with the Graph-Search algorithm (see Figure). Show a state space with varying ste
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implement multiple stack in one dimensional array
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 a
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