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Illustration 1: How does the z-buffer algorithm find out which surfaces are hidden?
Solution: Depth or Z-buffer algorithm employs a two buffer area each of two-dimensional array, one z-buffer that stores the depth value at every pixel position (x,y), the other frame- buffer that stores the intensity values of the visible surface. From setting initial values of the z-buffer to several large number that frequently the distance of back clipping plane, the matter of determining such surfaces are closer is decreased to simply comparing the present depth values saved in the z-buffer at pixel (x,y) with the newly computed depth value at pixel (x,y). If this new value is less than represent depth-buffer value, this value replaces the value saved in the z-buffer and the pixel color value is altered to the color of the new surface.
Video controller : A Fixed area of the system memory controller for the frame buffer, and the video controller is given direct access to the frame – buffer memory, frame – buffer
What is translation? Translation is the process of changing the position of an object in a straight-line path from one coordinate location to another. Each point (x, y) in the
Rotation - 2-d and 3-d transformations Given a 2-D point P(x,y), that we want to rotate, along with respect to an arbitrary point A(h,k). Suppose P'(x'y') be the effect of ant
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1. Use the outline method to plot the following font boundaries (style should remain the same). Implement your method in C language. ANswer: Here letter G is produced
what is region filling? give details
find the transformation and draw the cube for cavalier and cabinet with theta = 37 degree
Question: a) The implications of transparency are a major influence on the design of system software. There are eight forms of transparency. Name and give a small description o
Ellipse generating algorithm: Algorithm is similar to circle algorithm. We divide the ellipse on the positive quadrant into two regions. Region 1 where the slope > -1, and Reg
Parallel Projection In parallel projection, objects in scene are projected onto the 2D view plane along rays parallel to a projection vector. Parallel projection is orthogra
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