Angel and Shreiner: Interactive Computer Graphics, Seventh
Edition
Chapter 12 Solutions
12.1 Let’s do the problem in two dimensions. The solution in three
dimensions is essentially the same. Assume that the vertices are used in a
consistent clockwise or counterclockwise manner. Starting at some vertex,
that vertex and the next determine a line of the form
ax +by +c= 0.
12.5 The line from the center of the circle to the closest point on the ray
must be perpendicular to the ray. Thus, if the ray is written as
12.7 Generally, the depth information has to be retained so that the raster
12.9 As was discussed in the text, pipeline strategies can be adapted to
non–shared-memory architectures. Ray tracing is more difficult to adapt
1