ch02oddslns - Angel: Interactive Computer Graphics, Fifth...

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Angel: Interactive Computer Graphics, Fifth Edition Chapter 2 Solutions 2.9 We can solve this problem separately in the x and y directions. The transformation is linear, that is x s = ax + b, y s = cy + d. We must maintain proportions, so that x s in the same relative position in the viewport as x is in the window, hence x - x min x max - x min = x s - u w , x s = u + w x - x min x max - x min . Likewise y s = v + h x - x min y max - y min . 2.11 Most practical tests work on a line by line basis. Usually we use scanlines, each of which corresponds to a row of pixels in the frame buFer. If we compute the intersections of the edges of the polygon with a line passing through it, these intersections can be ordered. The ±rst intersection begins a set of points inside the polygon. The second intersection leaves the polygon, the third reenters and so on. 2.13 There are two fundamental approaches: vertex lists and edge lists. With vertex lists we store the vertex locations in an array. The mesh is
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This note was uploaded on 01/25/2011 for the course CSCI 6821 taught by Professor Alxe during the Spring '10 term at Georgia Southwestern.

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ch02oddslns - Angel: Interactive Computer Graphics, Fifth...

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