Angel: Interactive Computer Graphics, Fifth Edition Chapter 1 Solutions 1.1 The main advantage of the pipeline is that each primitive can be processed independently. Not only does this architecture le
Angel: Interactive Computer Graphics, Fourth Edition Chapter 12 Solutions 12.1 Lets do the problem in two dimensions. The solution in three dimensions is essentially the same. Assume that the vertices
Angel: Interactive Computer Graphics, Fourth Edition Chapter 11 Solutions 11.1 (m + 1)3
a 11.3 As u varies over (a, b), v = ua varies over (0, 1). Substituting into b n the polynomial p(u) = k=0 ck uk
Angel: Interactive Computer Graphics; Fifth Edition Chapter 10 Solutions 10.1 If the upper arm is longer than the lower arm then, as a rst approximation, the robot can reach all points within a sphere
Angel: Interactive Computer Graphics, Fourth Edition Chapter 9 Solutions 9.17 Actually if the map were digitized to a high resolution bump map, it would be dicult to tell it was not correct. In practi
Angel: Interactive Computer Graphics, Fourth Edition Chapter 8 Solutions 8.1 Suppose that we move across a scanline left to right starting on the outside of a polygon. Assume that 0 corresponds to the
Angel: Interactive Computer Graphics, Fifth Edition Chapter 7 Solutions 7.1 First, consider the problem in two dimensions. We are looking for an and such that both parametric equations yield the same
Angel: Interactive Computer Graphics, Fourth Edition Chapter 6 Solutions 6.1 Point sources produce a very harsh lighting. Such images are characterized by abrupt transitions between light and dark. Th
Angel: Interactive Computer Graphics, Fifth Edition Chapter 5 Solutions 5.1 Eclipses (both solar and lunar) are good examples of the projection of an object (the moon or the earth) onto a nonplanar su
Angel: Interactive Computer Graphics, Fourth Edition Chapter 4 Solutions 4.1 If the scaling matrix is uniform then RS = RS(, , ) = R = SR Consider Rx (), if we multiply and use the standard trigonomet
Angel: Interactive Computer Graphics, Fifth Edition Chapter 3 Solutions 3.1 The general problem is how to describe a set of characters that might have thickness, curvature, and holes (such as in the l
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 xs = ax + b, ys = cy +
Angel: Interactive Computer Graphics, Fifth Edition Chapter 13 Solutions 13.1 Lets do the problem in two dimensions. The solution in three dimensions is essentially the same. Assume that the vertices