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modelling and rendering a surfacecommon practice in modelling and rendering a surface is to approximate it by a polygonal surface by a polygonal
three dimensional concepts and display methods imagine yourself taking a picture by a camera what do you normally do you specify a
curve clipping and character clippingas you proceed further you would see that the methods for curve clipping and character clipping have also been
categories of line segmentsit categorizes line segments into three categories i trivially rejected ii trivially selected iii may be partially visible
cohen sutherland algorithmpoint clipping is very simple all you need to check is whether a point is inside the window extremes in x- and
2d clipping algorithmsclipping is an operation that eliminates invisible objects from the view window to understand clipping recall that when we
write a c-code which generates a font interactivelythis means after every n mouse clicks a bezier curve is generated and then the terminal point of
write a c program which takes points as input from mouse clicks left button and then performs an action apply your program to generate a closed
write a c program to create a window of specified size and position and draw the following objects with dimensions of your choice to fit within the
clipping and 3d primitivesthis unit introduces you to three important concepts of computer graphics after that discusses the concept of clipping
write a c-code that plots an object on the window and on the users click of mouse on the window the object starts rotating continuously until the
write a c-code for an interactive program which allows a user to draw a polygon object in a window and then gives various choices of geometric
1 implement the boundary fill algorithm and flood fill algorithm in c-language and use your code to fill two different types of closed areas such
implement the scan line polygon fill algorithm for any arbitrary polygon in c-language and then use your code to fill each of the following type of
write a code to continuously rotate a square about a pivot point include ltglgluthgt static glfloat rotat00 void initvoidvoid
1 for the polygon shown in figure on the next page how many times will the vertex v1 appear in the set of intersection points for the scan line
rigid body or non-rigid body transformations2d transformations can be classified as rigid body or non-rigid body transformations rigid body
translation rotation and scaling - output primitives1 two basic approaches used in character generation are - bitmap method and outline
boundary fill algorithmboundary fill algorithm is suitable when the boundary has single color while flood fill algorithm is more suitable for filling
approaches to area filling some other approaches to area filling are scan line polygon fill algorithm boundary fill algorithm flood fill
seed fill algorithma seed fill algorithm starts with a known initial interior point of the polygon and spreads out to determine other interior points
scan line algorithma scan line algorithm determines the overlap intervals of the polygon with each scan line to obtain interior points of the polygon
algorithms for filled-area primitivesthese algorithms are classified into two categoriesi scan line algorithmsii seed fill
reflection and shearthere are a few important transformations which are not primitive in the sense that they can be expressed as compositions of
translate a triangle and scale it in each coordinate directionconsider a triangle with vertices in 2d plane given by 0 0 1 0 and 01 called unit