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Focusing on mathematical concepts and derive the basic formulas that are at the heart of all rendering machines. Concentrate on the geometry of drawing objects, which can be described by points in space and calculate the perspective transformations that locate the points on the drawing. Then use capability to draw polygons and lines to show the effect of transformation. Apply this to show some mathematical / artistic concepts.
Without going very deep into computer science complications, we explain something about the mathematics behind computer drawing. Computer science issues are treated, e.g. in [PP]. One of the ways that a computer renders three-dimensional object is to build up the image from little constituent pieces. The object is regarded as a collection of polygons. The visual position of each little piece is computed and the polygons are drawn one polygon at a time. The computer screen is given a Cartesian (horizontal and vertical axis) coordinate system and the polygon is drawn specifying the position of each P=(u,v) of its vertices. For example, as the three triangles red (0,0),(4,-1),(1,.5), green (4,2),(1,-.5),(4,1) and blue(4,-2),(3,1.5),(3,-1.5) are drawn, each one covers the previous ones.