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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
illlustraate the construction of tree of a binary tree given its in order and post order transversal
The most common way to insert nodes to a general tree is to first discover the desired parent of the node you desire to insert, and then insert the node to the parent's child list.
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traverse the graph as BFS
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Add -75to+25 in 2s complement
Comparison of Gouraud and Phong Shading Phong shading requires more calculations, but produces better results for specular reflection than Gouraud shading in the form of more r
using a program flowchart design a program to illustrate pop and push operation
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