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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
Q. Enumerate number of operations possible on ordered lists and arrays. Write procedures to insert and delete an element in to array.
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Q. Write a procedure to the insert a node into the linked list at a particular position and draw the same by taking an example?
Explain the halting problem Given a computer program and an input to it, verify whether the program will halt on that input or continue working indefinitely on it.
The complexity of searching an element from a set of n elements using Binary search algorithm is O(log n)
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List various problem solving techniques. There are two techniques:- 1. Top down 2. Bottom- up
what are the disadvantages of sparse matrix?
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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