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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
Binary search technique:- This technique is applied to an ordered list where elements are arranged either in ascending order or descending order. The array is separated into t
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Q. Construct a complete binary tree with depth 3 for this tree which is maintained in the memory using the linked representation. Make the adjacency list and adjacency matrix for t
Type of Qualitative Method: Different qualitative methods are suitable for different types of study. Quite often we can combine qualitative and quantitative methods. Many
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Q. Prove the hypothesis that "A tree having 'm' nodes has exactly (m-1) branches". Ans: A tree having m number of nodes has exactly (m-1) branches Proof: A root
a) Run your program for α = 0.05, 0.5, and 0.95. You can use n = 30, and W = 10. What is impact of increasing value of α on connectivity of G'? To answer this question, for each v
A LGORITHM (Deletion of an element from the linked list) Step 1 Begin Step 2 if the list is empty, then element cannot be deleted Step 3 else, if the element to be del
Breadth-first search starts at a given vertex h, which is at level 0. In the first stage, we go to all the vertices that are at the distance of one edge away. When we go there, we
We might sometimes seek a tradeoff among space & time complexity. For instance, we may have to select a data structure which requires a lot of storage to reduce the computation tim
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