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What is the major disadvantages of storing information structures in display memory? A major disadvantage of storing information structures in display memory is that when color and intensity variations are incorporated into a frame buffer raster graphic device additional bit per pixel are required to produce these variations. Thus, the memory area required increase with increase in color and intensity variations. Thus larger memory areas are required to be kept reserved for color graphics display. Secondly since the frame buffer is a digital device and the CRT is and analog device so whenever some information is demanded from frame buffer, the information must first pass through a digital to analog converter and then transferred to the CRT.
QUESTION (a) What are the main purposes of using master pages? (b) How do you select a master page item on a document page? (c) How do you resize a graphics frame and its
Modelling and Rendering a surface Common practice in modelling and rendering a surface is to approximate it by a polygonal surface. By a polygonal surface we mean a surface whi
Types of Refresh Monitors - Raster Scan and Random Scan There are two types of refresh monitors, i.e. the Raster Scan and Random Scan that will be illustrated separately.
Demerit - phong shading or normal vector interpolation shading Needs lot of computations to determine intensity at a point, hence increases the cost of shading in any impleme
Determine the transformation matrix for the reflection, Computer Graphics
Draw the letters S, P, R or U of English alphabet using multiple Bézier curves. A complete code for plotting Bezier curves is given previously. There in the code, control point
High Level Techniques (Motion Generalized) These are techniques utilized to explain the general motion behavior of any type of graphic object. Such techniques are algorithms o
what is Transformation ?
You will write a two-dimensional precursor of the three-dimensional bouncing ball simulation that is one of your choices for a ?nal project. This involves adding functions to your
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,
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