交互式计算机图形学第五版17章课后题答案.doc
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1、交互式计算机图形学(第五版)1-7章课后题答案Angel: Interactive Computer Graphics, Fifth EditionChapter 1 Solutions1.1 The main advantage of the pipeline is that each primitive can beprocessed independently. Not only does this architecture lead to fastperformance, it reduces memory requirements because we need not keep a
2、llobjects available. The main disadvantage is that we cannot handle mostglobal effects such as shadows, reflections, and blending in a physicallycorrect manner.1.3 We derive this algorithm later in Chapter 6. First, we can form thetetrahedron by finding four equally spaced points on a unit sphere ce
3、nteredat the origin. One approach is to start with one point on the z axis(0, 0, 1). We then can place the other three points in a plane of constant z.One of these three points can be placed on the y axis. To satisfy therequirement that the points be equidistant, the point must be at(0, 2p2/3,1/3).
4、The other two can be found by symmetry to be at(p6/3,p2/3,1/3) and (p6/3,p2/3,1/3).We can subdivide each face of the tetrahedron into four equilateraltriangles by bisecting the sides and connecting the bisectors. However, thebisectors of the sides are not on the unit circle so we must push thesepoin
5、ts out to the unit circle by scaling the values. We can continue thisprocess recursively on each of the triangles created by the bisection process.1.5 In Exercise 1.4, we saw that we could intersect the line of which theline segment is part independently against each of the sides of the window.We co
6、uld do this process iteratively, each time shortening the line segmentif it intersects one side of the window.1.7 In a onepoint perspective, two faces of the cube is parallel to theprojection plane, while in a twopoint perspective only the edges of thecube in one direction are parallel to the projec
7、tion. In the general case of athreepoint perspective there are three vanishing points and none of theedges of the cube are parallel to the projection plane.1.9 Each frame for a 480 x 640 pixel video display contains only about300k pixels whereas the 2000 x 3000 pixel movie frame has 6M pixels, orabo
8、ut 18 times as many as the video display. Thus, it can take 18 times asmuch time to render each frame if there is a lot of pixel-level calculations.1.11 There are single beam CRTs. One scheme is to arrange the phosphorsin vertical stripes (red, green, blue, red, green, .). The major difficulty istha
9、t the beam must change very rapidly, approximately three times as fasta each beam in a three beam system. The electronics in such a system theelectronic components must also be much faster (and more expensive).Chapter 2 Solutions2.9 We can solve this problem separately in the x and y directions. The
10、transformation is linear, that is xs = ax + b, ys = cy + d. We mustmaintain proportions, so that xs in the same relative position in theviewport as x is in the window, hencex xminxmax xmin=xs uw,xs = u + wx xminxmax xmin.Likewiseys = v + hx xminymax ymin.2.11 Most practical tests work on a line by l
11、ine basis. Usually we usescanlines, each of which corresponds to a row of pixels in the frame buffer.If we compute the intersections of the edges of the polygon with a linepassing through it, these intersections can be ordered. The firstintersection begins a set of points inside the polygon. The sec
12、ondintersection 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 isrepresented as a list of interior polygons (those polygons with no otherpolygons inside them
13、). Each interior polygon is represented as an array ofpointers into the vertex array. To draw the mesh, we traverse the list ofinterior polygons, drawing each polygon.One disadvantage of the vertex list is that if we wish to draw the edges inthe mesh, by rendering each polygon shared edges are drawn
14、 twice. Wecan avoid this problem by forming an edge list or edge array, each elementis a pair of pointers to vertices in the vertex array. Thus, we can draw eachedge once by simply traversing the edge list. However, the simple edge listhas no information on polygons and thus if we want to render the
15、 mesh insome other way such as by filling interior polygons we must add somethingto this data structure that gives information as to which edges form eachpolygon.A flexible mesh representation would consist of an edge list, a vertex listand a polygon list with pointers so we could know which edges b
16、elong towhich polygons and which polygons share a given vertex.2.15 The Maxwell triangle corresponds to the triangle that connects thered, green, and blue vertices in the color cube.2.19 Consider the lines defined by the sides of the polygon. We can assigna direction for each of these lines by trave
17、rsing the vertices in acounter-clockwise order. One very simple test is obtained by noting thatany point inside the object is on the left of each of these lines. Thus, if wesubstitute the point into the equation for each of the lines (ax+by+c), weshould always get the same sign.2.23 There are eight
18、vertices and thus 256 = 28 possible black/whitecolorings. If we remove symmetries (black/white and rotational) there are14 unique cases. See Angel, Interactive Computer Graphics (ThirdEdition) or the paper by Lorensen and Kline in the references.Chapter 3 Solutions3.1 The general problem is how to d
19、escribe a set of characters that mighthave thickness, curvature, and holes (such as in the letters a and q).Suppose that we consider a simple example where each character can beapproximated by a sequence of line segments. One possibility is to use amove/line system where 0 is a move and 1 a line. Th
20、en a character can bedescribed by a sequence of the form (x0, y0, b0), (x1, y1, b1), (x2, y2, b2), .where bi is a 0 or 1. This approach is used in the example in the OpenGLProgramming Guide. A more elaborate font can be developed by usingpolygons instead of line segments.3.11 There are a couple of p
21、otential problems. One is that the applicationprogram can map different points in object coordinates to the same pointin screen coordinates. Second, a given position on the screen whentransformed back into object coordinates may lie outside the userswindow.3.19 Each scan is allocated 1/60 second. Fo
22、r a given scan we have to take10% of the time for the vertical retrace which means that we start to drawscan line n at .9n/(60*1024) seconds from the beginning of the refresh.But allocating 10% of this time for the horizontal retrace we are at pixel mon this line at time .81nm/(60*1024).3.25 When th
23、e display is changing, primitives that move or are removedfrom the display will leave a trace or motion blur on the display as thephosphors persist. Long persistence phosphors have been used in text onlydisplays where motion blur is less of a problem and the long persistencegives a very stable flick
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