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Titlebook: Advanced Graphics with the B. B. C. Model B Microcomputer; Ian O. Angell,Brian J. Jones Textbook 1983Latest edition Macmillan Publishers L

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樓主: Bunion
11#
發(fā)表于 2025-3-23 11:38:58 | 只看該作者
12#
發(fā)表于 2025-3-23 15:21:57 | 只看該作者
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發(fā)表于 2025-3-23 20:58:35 | 只看該作者
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發(fā)表于 2025-3-23 23:04:24 | 只看該作者
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發(fā)表于 2025-3-24 05:49:06 | 只看該作者
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發(fā)表于 2025-3-24 09:15:42 | 只看該作者
Verhaltenssteuerung im Betrieb,we need to make the equivalent linear transformations on three-dimensional space. As in the lower dimension, there are three basic types of transformation: translation, scaling and rotation. We will represent transformations as square matrices (now they will be 4 × 4). A general point in space relat
17#
發(fā)表于 2025-3-24 14:42:51 | 只看該作者
Betriebspsychologie/Betriebssoziologiee describe here is a direct generalisation of the method introduced in chapter 4 for two-dimensional objects. Again it involves the use of (up to) three . To illustrate these ideas we first give a brief outline, and then expand on this by using pictorial and numerical examples. We start by defining
18#
發(fā)表于 2025-3-24 18:45:29 | 只看該作者
https://doi.org/10.1007/978-3-8350-9475-8n which case the facets at the front of the object will obviously restrict the view of the facets (and boundary lines) at the back. In order to draw pictures of such objects we have to introduce a hidden surface algorithm; or a hidden line algorithm if we wish to draw all, but only, the visible line
19#
發(fā)表于 2025-3-24 20:28:07 | 只看該作者
https://doi.org/10.1007/978-3-8350-9475-8 view plane. Although very useful, such views do look odd! Our brains are used to the perspective phenomenon of three-dimensional space, and so they attempt to interpret orthographic figures as if they were perspective views. For example, the cubes of figures 9.1 and 10.1 look distorted.
20#
發(fā)表于 2025-3-24 23:35:59 | 只看該作者
https://doi.org/10.1007/978-3-8350-9475-8the screen. We imagine rays of light that leave the eye through each of the pixels on the screen. These rays naturally pass through objects in our scene and we can note the coordinates of these points of intersection. The array will hold the ‘.-coordinate’ (initially infinity) of the nearest point o
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