Graphics Reference
In-Depth Information
Section 2.9.1
2.9.2.1
Give an example showing that the first Bresenham circle-drawing algorithm
(Algorithm 2.9.2.1) is not optimal but that the improved Bresenham algorithm
(Algorithm 2.9.2.2) gives the correct results in this case.
2.13
P ROGRAMMING P ROJECTS
For some of the projects below you will first have to have a program, like GM, which lets a user
define boundaries for arbitrary regions by dragging the cursor across the screen (either with a
mouse or by using the arrow keys on the keyboard). Alternatively, deal only with polygonal
regions that the user specifies by picking its vertices.
Section 2.4
2.4.1
Fill the region with a user selected color using the Fishkin algorithm.
Section 2.9.1
2.9.1.1
Implement the algorithm for scan converting polygons described in this section. More
generally, implement this algorithm for multiple polygons that admit a back-to-front
ordering.
Section 2.10
2.10.1
Implement a program showing a bouncing ball using the color lookup table technique
as indicated in Figure 2.24.
2.10.2
A billiard ball game
The object of this project is to simulate the motion of a billiard ball and a cue stick. See Figure
2.26. Specifically, you should
Figure 2.26.
A billiard ball game.
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