![]() |
|
#1
|
||||
|
||||
|
What is meant by the viewing Frustum? (2)
In 3D graphics what we consider before the rotation of a point? (2) Clock wise rule Walter Atherton Polygon clipping method........................(3) Texture mapped triangle Rasterization....................(5) Reflection in 2D transformation...............(3) Diff. b/w Lacal and Global Coordinate syatem............(5) |
![]() |
















Linear Mode


