\documentclass[12pt, a4paper]{article} %packages \usepackage[ngerman]{babel} \usepackage[utf8x]{inputenc} %Formel packages \usepackage{amsmath} \usepackage{amsthm} \usepackage{amsbsy} \usepackage{amssymb} \usepackage{enumerate} \usepackage{geometry} \geometry{a4paper, top=25mm, left=18mm, right=15mm, bottom=30mm, headsep=10mm, footskip=12mm} \begin{document} \section*{Computer Graphics - Excercise 2} \subsection*{3.1.1} \subsection*{(a)} The more obtuse the triangle, the more acute the angle of the corner of the voronoi area gets. Because the both sides of this corner has to be in a 90° angle to the sides of the traingle. \subsection*{(b)} The formula of triangle is: $\frac{1}{2}*h*b$ As for the red triangle: $\frac{1}{2}*h*b$ with: $h=\frac{||p_i - p_j||}{2}$ and $b=$ \subsection*{(c)} \subsection*{3.1.2} \subsection*{(a)} We know every vertex($v$) has three edges($e$) and 2 faces($f$). In addition every edge($e$) can separated into two half edges ($e_h$), this means $e_h = 2*e = 6*v$.\\ If we add the memory for every part it results in a formula:\\ \begin{center} memory $= v*16\text{bytes} + e*4\text{bytes} + e_h*16\text{bytes} + f*4\text{bytes}$\\ $\rightarrow \text{through assumptions:}$\\ memory $= v*(16+3*4+6*16+2*4)\text{bytes}=v*132\text{bytes}$ \end{center} \subsection*{(b)} Because in a quad mash two triangles are combined into one quad, the resulting faces will be reduced by a half. The resulting ratio will be 1:3:1 (for v : e : f) \subsection*{(c)} We know every vertex($v$) has three edges($e$) and one face($f$). In addition every edge($e$) can separated into two half edges ($e_h$), this means $e_h = 2*e = 6*v$.\\ If we add the memory for every part it results in a formula:\\ \begin{center} memory $= v*16\text{bytes} + e*4\text{bytes} + e_h*16\text{bytes} + f*4\text{bytes}$\\ $\rightarrow \text{through assumptions:}$\\ memory $= v*(16+3*4+6*16+1*4)\text{bytes}=v*132\text{bytes}$ \end{center} \end{document}