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Overview of Hardware Primitives
With the advancement of computer technology, computer graphics has become a practical tool used in real life applications in diverse areas such as science, engineering, medicine, business, industry, art, entertainment, education, etc. Due to such widespread applications and utility of computer graphics, now a days a broad range of graphics hardware and software systems are available. You make use of a wide variety of input devices and graphic software packages while using your personal computers for your day-to-day work. In this unit, we shall familiarise you with the basic features of graphics hardware components and graphics software packages.
Card or Page Based Tools : In these authoring systems, components are organized as pages of a book or a stack of cards. Thousands of pages or cards may be obtainable in the stack
Question: (a) Explain the importance of knowing and understanding your target market before doing a design work. Use example(s) to enhance your answer. (b) Describe the
Background Texturing is like wallpapering; you are pasting an image onto the OpenGL Quad primitive. Recall that GL_QUAD is specified by four vertices. An image, or a texture,
what is motion specification?
Categories of Line Segments It categorizes line segments into three categories (i) trivially rejected (ii) trivially selected (iii) may be partially visible or totally invisibl
Question 1: (a) Describe what you understand by Rotoscoping in Graphic effects. Give details how Rotoscoping could be achieved in After Effects CS3. (b) Using one algorithm
Types of Basic Tools Different types of basic tools for creating and editing multimedia components are: Drawing and Painting tools Image editing tools OCR softwar
Buffer Areas Required For Z-Buffer Algorithm For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays: 1) Depth-buffer [i,j], to sa
To prove: P (u = 0) = p0 Solution : = p 0 B n,0 (u) + p 1 B n, 1 (u) +...... + p n B n, n (u)...............(1) B n,i (u) = n c i u i (1 - u) n-i B n,0
To reflect the ball off of the polyline, we need to re?ect it off of the segment that had the minimum thit. But the reflection computation depends only on t hit , n, P and v, so th
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