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To transform from the world coordinate system to viewing coordinate system you need to perform the following operations.
a) Translate the viewing coordinate origin to the world coordinate origin (and hence the scene).
b) Rotate the axes so that your viewing coordinate system has the same orientation as the world coordinate system.
While performing such an operation, you are actually performing a change of basis transformation. This again results in another orientation of three mutually perpendicular (linearly independent) unit vectors.
Write a program that allows interactive manipulation of the position and orientation of a camera. Draw a teapot at the global origin 0,0,0. You can find a shaded teapot model and
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Question 1) Encode the following string using HUFFMAN ENCODING: DO YOU LIKE TINKY WINKY OR EMPTY DUMPTY? Empty spaces are considered.
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how to cut
Important points about the bezier curves - modeling and rendering 1) Generalizing the idea of Bezier curve of degree at n based upon n+1 control point p0,.....pn P(0)= P 0
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