Describe how the concepts of interpolation and approximations are used in the making of 2D and 3D graphics. On
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Homework is due, right?
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Map interpolation can be applied to a wide variety of data including 3-D data represented in 2-D (such as USGS topographic maps) and non-geographic datasets organized along any numerical coordinates. There are too many different algorithm types (such as bilinear, nearest-neighbor and B-spline) to describe them here. You might get a better answer if you could narrow your question to a specific kind of map or data. Also you can google "map interpolation" and browse the 5.5 million references.
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photoshop is a good one!\n\nand as for the detail, there are thousands of forum where u can get step by step illustration
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Yes, It is possible if we use x,y,z plane in plotting graphs. When using this method we should be very precise.\n\n3D model gives very spectacular graphs. There is algebraic expression for many 3D shapes e.g sphere, cones
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See for example these places:\n\nhttp://www.analyzemath.com/\n(Interesting interacctive math. graphics)\n\nhttp://mcraefamily.com/MathHelp/\nhttp://mcraeclan.com/MathHelp/GeometryHyperbolicTrigFunctions.htm
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You can get online tutorials. A great one is HTML Goodies. It explains in modules each concept with concrete examples.
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Try here:/\n\nhttp://archives.math.utk.edu/visual.calculus/
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Each 2D image shows some crosse section of the subject, let's say a brain.\n\nSay the brain is 20 centimetes deep. If you obtain one image for each centimeter of depth, print them out, cut out the brain shape, and then place them all so they are standing vertically next to one another and in order you will have a very good idea of what that brain looks like in 3D.\n\nThe more pictures you take the more accurate your model will be. With enough pictures you can easily guess at what fills the empty space between them and make a complete and accurate 3D model.
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I think learning how to write computer programs will help you a lot.  Take lots of different languages, like C++, Java, and so on.\n\nI don't know much about graphics though, and you need to learn about them too.\n\nA C-Sci major can probably give you more useful information.
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Hello, \n\nHere's a great site http://autodesk.blogs.com/between_the_lines/2005/05/autocad_2006_tu.html\n\nIf you feel I've answerd your question please close the question so I can recieve points for my answer. \n\nThanks,\n\nV
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OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 3D computer graphics (and 2D computer graphics as well). The interface consists of over 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. OpenGL was developed by Silicon Graphics and is popular in the video games industry where it competes with Direct3D on Microsoft Windows platforms (see Direct3D vs. OpenGL). OpenGL is widely used in CAD, virtual reality, scientific visualization, information visualization, flight simulation and video game development
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try these links =\nhttp://dmoz.org/Science/Math/Education/\n\nand I have done Google Search\nhttp://www.google.co.in/search?hl=en&q=Projects+for+graduate+Maths+classes&meta=lr%3Dlang_en\n\nYou can also try yahoo or any other search engine u like\n\nhope this helps
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its how you use the software:\n\nhttp://www.we-r-here.com/cad/tutorials/index.htm
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Surely 3D graphics may help developing the sense of the third dimension in geometric representations.\n\nNo comment about the negative effects on other sides of some kinds of games.
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The edges are anywhere that 2 of the surfaces connect.  If you are given enough information, say the coordinates of one of the corners and some combination of length, width, height, surface area or volume, you should be able to draw it in 3-dimensional space.
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Specific techniques for representing knowledge about products and processes, and for reasoning formally about them. \nhttp://www2.info.ucl.ac.be/research/projects/AVL/ReqEng.html
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There is a great Cal Tech Video on that.  The one dealing with vectors.  It should be at most larger libraries.