Question

1. Matter of Shading One way to accurately render three-dimensional objects on a computer screen involves using the dot and c

0 0
Add a comment Improve this question Transcribed image text
Answer #1

Gfven verti ces The angle o (3, Let e are P(3,2, u) & (2, 5, R ,2, 2- 1, 3, -1> 2-3, 5-2 3-u -- PR 1-3 6- u -2, o, 2> 2-2 A -A Sltalat Argles betuoren Yay and o mal vectoy i\ 4, u, b 0,0,-1>, co Cosea.b O 129 762 129-76 introngle AC3, B, 2),53) vertiNosmal euoy k A A - } -9 -2 Co -2) 2-2 A -vecto Parallel -1> hua agle bct ween he t plare en by Lhe CoG -1> 26.57Since O- 29- 76 26. 57 e ion yhe foints C3, eaion ien in fark (1) i afpcar to

Add a comment
Know the answer?
Add Answer to:
1. Matter of Shading One way to accurately render three-dimensional objects on a computer screen involves...
Your Answer:

Post as a guest

Your Name:

What's your source?

Earn Coins

Coins can be redeemed for fabulous gifts.

Not the answer you're looking for? Ask your own homework help question. Our experts will answer your question WITHIN MINUTES for Free.
Similar Homework Help Questions
  • Subscribe 1. Matter of Shading One way to accurately render three-dimensional objects on a computer screen...

    Subscribe 1. Matter of Shading One way to accurately render three-dimensional objects on a computer screen involves using the dot and cross products. In order to determine how to shade a piece of a surface we need to determine the angle at which rays from the light source hit the surface. To determine this angle, we compute the dot product of the light vector with the vector perpendicular to the surface at the particular point, called the normal vector light...

ADVERTISEMENT
Free Homework Help App
Download From Google Play
Scan Your Homework
to Get Instant Free Answers
Need Online Homework Help?
Ask a Question
Get Answers For Free
Most questions answered within 3 hours.
ADVERTISEMENT
ADVERTISEMENT
ADVERTISEMENT