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Subdivision can be used for curves in 2D just as easily as for surfaces in 3D. Usually the subdivision algorithms applied to 2D are called subdivision curves. Subdivision curves do not suffer from the problem that subdivision surfaces have around extraordinary points and therefore all subdivision surfaces can easily be converted to (uniform) B-splines. This ...

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Both T-splines and subdivision surfaces are capable of handling an arbitrary topology input mesh, whereas NURBS can only handle meshes with regular topology. Complex NURBS objects are therefore made out of multiple regular meshes. These meshes are trimmed and fit together to form a single complex object. However, along the trimming lines of the mesh ...

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It comes down to history. The original interfaces for drawing stuff on the screen were for text, not images. Since the people who designed those early computers spoke languages that are read left-to-right, top-to-bottom, it made sense for the first glyph to be the top-left one. This also works conveniently with how the image was transmitted to the display. ...

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The 2D pipeline involves ... [coordinate transformation terms] Can someone give me the detail differentiation among these? This is something I very recently learned while trying to understand how software handles 3D graphics behind the scenes. I've never encountered these terms in reference to 2D graphics before, but the ideas still apply. 2D graphics ...

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The mistake was in the multiplication order during the composition of the matrices. Since the OP was working with column vectors the correct order for transformations should have been $TRSA∗v$. The OP did the other way around, $ASRT*v$ thus the incorrect results. Also there need to be another $A^{\prime}$ matrix added which negates the translation done by ...

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