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RENDERING, SHADING AND COLOURING
By introducing hidden line removal we have already taken one step away from wire-frame drawings towards being able to realistically model and display 3-D objects. Perhaps the biggest step down that road comes when attempting to "colour in" our simple line drawings. The various algorithms for rendering, the process of applying lighting, colouring, shadow and texture to an object or scene in order to obtain a realistic image, are all based to a greater or lesser extent on the study of the physical properties of light. In this unit we shall examine various properties of light and the way it interacts with objects and develop some simple mathematical models of its behaviour. It is worth setting the following discussion in the context of our system as developed so far. Currently our 3d model is made up of surfaces, each of which we represent on the screen by drawing its outline. If we wanted to shade each polygon ("colour it in") what color would we use? What we basically are trying to achieve in this chapter is to derive a method for calculating that colour. Figure 3.16 shows the difference between a wire-frame representation and a simple rendered version
(1) Sort a list of distinct numbers in ascending order, using the following divide- and-conquer strategy (Quicksort): divide the list of numbers into two lists: one that contains a
Explain process of B-TREE and what difference between AVL Tree Using Algorithms
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Data array A has data series from 1,000,000 to 1 with step size 1, which is in perfect decreasing order. Data array B has data series from 1 to 1,000,000, which is in random order.
A Sort which relatively passes by a list to exchange the first element with any element less than it and then repeats with a new first element is called as Quick sort.
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