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Translation, Rotation and Scaling - output primitives
1. Two basic approaches used in character generation are - Bitmap method and outline method.
2. All 2D geometric transformations can be obtained by using appropriate combinations of three primitive transformations (i) translation (ii) rotation (iii) scaling. Shear and reflection are two important transformations which can also be derived from primitive transformations. But looking into their vast applications, they are discussed separately and are treated as primitive transformations in many graphics packages.
Polygon representation methods - Boundary representations Boundary representations: now the 3-D object is shown as a set of surfaces which separate the object interior from
Boundary Fill Algorithm Boundary fill algorithm is suitable when the boundary has single color while flood fill algorithm is more suitable for filling regions which are defined
(a) Differentiate between the following compression algorithm: 1. Shannon -Fano Algorithm and 2. Huffman Encoding (b) A statistical encoding algorithm is being considered
how to make area subdivision method
Explain Bresenham s circle drawing algorithm, OR Explain midpoint circle algorithm for scan converting a circle. Midpoint Circle Algorithm 1. Input radius r and circle
Objectives of 2-D Viewing and Clipping After going through this section, you should be capable to: 1. Describe the concept of clipping, 2. Observe how line clipping is p
Objectives After completing this section, you must be familiar with: explain computer graphics, its characteristics and features; Conversations about applicat
Positive Accelerations - Computer Animation So as to incorporate increasing speed in an animation the time spacing among the frames should increase, hence greater change in th
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
Variation of Intensity - Modeling and Rendering According to the phong model the variation of Intensity (I) along with α (since I α cos n α) is: i) for shiny surface (
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