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boranaesha
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In computer graphics, rotation is a fundamental operation that is used to change the

orientation of objects in a virtual 3D space. The rotation process involves turning an


object around a specified axis by a certain angle. The mathematical representation of
a 3D rotation is typically performed using a matrix transformation, which can be
applied to the vertices of an object to change its position and orientation in the
virtual space.

There are several methods for performing rotation in computer graphics, including:

1. Euler Angles: This method involves representing the orientation of an object


using a set of three angles that describe the rotation around the X, Y, and Z
axes.
2. Quaternions: This method represents the orientation of an object using a
single mathematical object called a quaternion. Quaternions provide a
compact and efficient way of representing rotations and are widely used in
computer graphics and game development.
3. Axis-Angle Representation: This method represents a rotation as a
combination of an axis and an angle of rotation. The axis defines the direction
of rotation, while the angle determines the amount of rotation around that
axis.

Rotation is an important operation in computer graphics as it is used to change the


orientation of objects, create animations, and perform other visual effects. It is also
used in 3D modelling, where objects can be rotated and positioned to create
complex scenes and environments. Additionally, rotation is a crucial operation in
virtual and augmented reality applications, where it is used to track and update the
orientation of objects in real-time based on user inputs.
The 2D and 3D viewing pipelines in computer graphics refer to the process of
transforming a virtual 3D world into a 2D image that can be displayed on a screen.
The main difference between the two pipelines lies in the way the objects in the
virtual space are transformed and projected onto the screen.

2D Viewing Pipeline: The 2D viewing pipeline is simpler compared to the 3D pipeline,


as it only involves a series of transformations to scale and translate objects in the
virtual space to fit the screen. This pipeline is typically used for 2D graphics
applications, such as drawing and animation software, where objects are represented
as flat shapes or images.

3D Viewing Pipeline: The 3D viewing pipeline is a more complex process that involves
transforming objects in the virtual 3D space into a 2D image that can be displayed
on a screen. This pipeline typically involves the following steps:
1. Modelling: This step involves defining the objects and their position,
orientation, and scale in the virtual 3D space.
2. Viewing: This step involves defining the camera position and orientation in the
virtual 3D space, which determines the viewpoint from which the objects will
be viewed.
3. Projection: This step involves transforming the objects from 3D to 2D by
projecting them onto a 2D plane, such as the screen. This projection can be
performed using either a perspective or an orthographic projection method.
4. Clipping: This step involves removing objects that are outside of the view
frustum, a 3D region that defines what is visible from the viewpoint.
5. Rasterization: This step involves converting the transformed and projected
objects into a series of pixels that can be displayed on the screen.

The 3D viewing pipeline is used in many graphics applications, including 3D


modelling, animation, and games, where objects in the virtual space need to be
represented in a way that appears to have depth and volume.

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