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    zaasmiZ

    Graphics library for 64 bit Dev CPP.rar

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    Wajahat AliW

    Solution.cpp

    #include <graphics.h> // driver code int main() { // gm is Graphics mode which is a computer display // mode that generates image using pixels. // DETECT is a macro defined in "graphics.h" header file int gd = DETECT, gm; int left = 200, top = 20; int right = 430, bottom = 460; // initgraph initializes the graphics system // by loading a graphics driver from disk initgraph(&gd, &gm, ""); setcolor(WHITE); settextstyle(DEFAULT_FONT, HORIZ_DIR, 2); outtextxy(10, 20, (char*)"BC123456789"); setcolor(WHITE); setfillstyle(SOLID_FILL,WHITE); rectangle(left, top, right, bottom); bar(200,20,430,460); setcolor(LIGHTRED); setfillstyle(SOLID_FILL,LIGHTRED); circle(left+100,top+280,50); floodfill(left+100,top+280,LIGHTRED); setcolor(LIGHTGREEN); setfillstyle(SOLID_FILL,LIGHTGREEN); circle(left+160,top+340,30); floodfill(left+160,top+340,LIGHTGREEN); setcolor(LIGHTBLUE); line(left,top+280,right,bottom-20); setcolor(LIGHTGREEN); line(left,top+300,right,bottom); setcolor(LIGHTRED); line(left,top+320,right-30,bottom); getch(); // closegraph function closes the graphics // mode and deallocates all memory allocated // by graphics system . closegraph(); }

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    zareenZ

    Q. 1 Solution Idea

    a. Final intensity of light is (0.4,0.7,0) +(0.2,0.1,0.5) +(-0.5, -0.6,0.5) +(-0.1, -
    0.2,0) = (0,0,1)

    b. Overall Contribution: id ⨂ cs = (0,0,1) ⨂ (0.5,0.7,0.8)
    = (0,0,0.8)

    c. Red and Green components will remain absent from the scene

    d. The object will look blue in the presence of light sources.

    Q. 2 Solution Idea:
    6ae1ea20-d477-4d0f-a273-454a23c93b08-image.png

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    zareenZ
    //<!--CS602 ASSIGNMENT 2 SOLUTION--> //<!--FALL 2019--> //<!--DUE DATE: 27 NOVEMBER, 2019--> //PRE-PARED BY: SUPERSTARWEBTECH.COM //CONNECT WITH US:FACEBOOK.COM/SUPERSTARWEBTECH //E-MAIL: [email protected] #include <stdio.h> #include <stdlib.h> #include <conio.h> #include <graphics.h> #include <math.h> class House { private: int x1,x2,x3,x4,x5; int y1,y2,y3; int dx1, dx2; int dy1, dy2; int xc,yc; public: House() { xc=45; yc=65; //center of figure x1=30; x2=x1+50; x3=20; x4=x3+20; x5=x4+50; y1=30; y2=y1+20; y3=y2+50; dx1=x3+5; dx2=dx1+10; dy1=y2+30; dy2=dy1+20; } void translate(int tx, int ty) //draw translate house { x1+=tx; x2+=tx; x3+=tx; x4+=tx; x5+=tx; y1+=ty; y2+=ty; y3+=ty; dx1+=tx; dx2+=tx; dy1+=ty; dy2+=ty; } void scale(int sx, int sy) //draw scaled house { x1=xc+(x1-xc)*sx; x2=xc+(x2-xc)*sx; x3=xc+(x3-xc)*sx; x4=xc+(x4-xc)*sx; x5=xc+(x5-xc)*sx; y1=yc+(y1-yc)*sy; y2=yc+(y2-yc)*sy; y3=yc+(y3-yc)*sy; dx1=xc+(dx1-xc)*sx; dx2=xc+(dx2-xc)*sx; dy1=yc+(dy1-yc)*sy; dy2=yc+(dy2-yc)*sy; } void reflectx(int rx) { y1=-y1+rx; y2=-y2+rx; y3=-y3+rx; dy1=-dy1+rx; dy2=-dy2+rx; } void reflecty(int ry) { x1=-x1+ry; x2=-x2+ry; x3=-x3+ry; x4=-x4+ry; x5=-x5+ry; dx1=-dx1+ry; dx2=-dx2+ry; } void drawH() //draw house { int arr[]={x1,y1,x2,y1,x5,y2,x5,y3,x3,y3,x3,y2,x1,y1,x4,y2,x4,y3,x3,y3,x3,y2,x5,y2}; drawpoly(12,arr); //draw house rectangle(dx1,dy1,dx2,dy2); //draw house door } void fillH() { setfillstyle(HATCH_FILL,GREEN); floodfill(x1+1,y1+10,WHITE); floodfill(x1+1,y1+1,WHITE); setfillstyle(SOLID_FILL,RED); floodfill(x3+1,y2+1,WHITE); setfillstyle(SOLID_FILL,YELLOW); floodfill(x4+1,y2+1,WHITE); setfillstyle(SOLID_FILL,GREEN); floodfill(dx1+1,dy1+1,WHITE); } void fillH2(){ setfillstyle(HATCH_FILL,GREEN); floodfill(x1+1,y1-10,WHITE); floodfill(x1+1,y1-1,WHITE); setfillstyle(SOLID_FILL,RED); floodfill(x3+1,y2-1,WHITE); setfillstyle(SOLID_FILL,YELLOW); floodfill(x4+1,y2-1,WHITE); setfillstyle(SOLID_FILL,GREEN); floodfill(dx1+1,dy1-1,WHITE); } }; int main() { int gd=DETECT, gm; initgraph(&gd,&gm,(char*)" "); setcolor(WHITE); settextstyle(DEFAULT_FONT, HORIZ_DIR, 2); outtextxy(2, 2, (char*)"BC123456789"); House house; //draw main house house.drawH(); house.fillH(); outtextxy(2, 110, (char*)"1) Original"); //draw translated house house.translate(200,0); house.drawH(); house.fillH(); outtextxy(200, 110, (char*)"2) Translated"); //draw scaled house house.translate(-190,70); house.scale(2,2); house.drawH(); house.fillH(); outtextxy(2, 280, (char*)"3) Scaled"); int x=90; int y=350; House h2; // draw reflected house h2.translate(200,70); h2.reflecty(x); h2.reflectx(y); h2.reflecty(x); h2.drawH(); h2.fillH2(); outtextxy(200, 270, (char*)"4) Reflected"); getch(); closegraph(); } //<!--NOTE--> //<!--MAKE CHANGES ACCORDING TO YOUR REQUIREMENTS--> //<!--DO NOT POST ON OTHER PORTALS THIS WILL LEAD TO COPYING OF CODE AND THEN YOU WILL GET ZERO MARKS FOR IT--> //<!--PLUS TYPE YOUR OWN SOLUTION FOR NOT LOSING MARKS--> //<!--DO NOT COPY PASTE--> //<!--WE ARE NOT RESPONSIBLE FOR GETTING ZERO MARKS IN ASSIGNMENT--> //PRE-PARED BY: SUPERSTARWEBTECH.COM //CONNECT WITH US:FACEBOOK.COM/SUPERSTARWEBTECH //E-MAIL: [email protected] CS602_2_FALL_2019.txt Displaying CS602_2_FALL_2019.txt.
  • 0 Votes
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    M

    FXAA is the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrine of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Autosport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.