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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.
Lamberts Cosine Law - Diffuse Reflection "LAMBERTS COSINE LAW" specify that the radiant energy from any minute surface area dA in any direction θ relative to the surface usual
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determine the tranformation matrix for reflection,computer graphics
differentiate between dda and bresenhams line algorithm
Visible Surface Detection - Modeling and Rendering Provided a set of 3-Dimentional objects and a viewing position for the generation of realistic graphics show, we want to de
Q. Describe the z- Buffer algorithm for hidden surface removal. Ans. Z- buffer method: This method compares surface depths at each pixel position on the projection plane. T
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Matrix for Orthographic Projection Orthographic projections are projections into one of the coordinate planes x=0, y=0or z=0. The matrix for orthographic projection on the z=0
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