CS 2401 – COMPUTER GRAPHICS QUESTION BANK FOR (VII SEM IT)
CS 2401 – COMPUTER GRAPHICS QUESTION BANK FOR (VII SEM IT)
UNIT
– I 2D OUTPUT PRIMITIVES
PART
- A
1. Compare Interactive Computer
Graphics and Computer Graphics
2. Compare Raster Scan and Random
scan Systems
3. Compare DDA and Bresenham’s line
drawing algorithms
4. Mention the areas of applications
of computer graphics.
5. Define the term Resolution,
Persistence and Aspect Ratio.
6. Mention the applications of
output primitives.
7. The endpoints of a given lines
are (0, 0) and (6, 18). Compute each value of y as x steps from 0 to 6 and plot
the results.
8. Write the steps required to plot
a line whose slope is between 0o and 450 using the slope
intercept equation.
9. Indicate which raster locations
would be chosen by Bresenham’s algorithm when scan – converting a line from
pixel coordinate (1, 1) to pixel coordinate (8, 5).
10. Write the steps required to
generate a circle using the polynomial & trigonometric method.
11. When eight -way symmetry is used
to obtain a full circle from pixel coordinates generated for the 0o
to 45 or the 90 to 45 octant, certain pixels are set or plotted twice. This
phenomenon is sometimes referred to as overstrike. Identify where overstrike
occurs.
12. Derive the transformation that
rotates an object point θ0 about the origin. Write the matrix representation for
this rotation.
13. Find the matrix that represents
rotation of an object by 300 about the origin.
14. Identify the new coordinates of
the point P (2, -4) after the rotation.
15. Perform a 450 rotation
of triangle A (0, 0), B (1, 1) C (5, 2) (a) about the origin and (b) about P (-1,
-1).
16. Write the general form of a
scaling matrix with respect to a fixed point P (h, k).
17. Find the form of the matrix
reflection about a line L with slope m and y intercept (0, b).
18. Find the equation of the circle
(x`)2 + (y`)2 = 1 in terms of x y coordinates, assuming
that the x` y` coordinate system results from a scaling of a units in the x
direction and b units in the y direction.
19. Let
Sx = vx max –
vx min / wx max – wx min
Sy = vy max –
vy min / wy max – wy min
Express window to viewport
mapping in the form of a composite transformation matrix.
20. Find a normalization
transformation from the window whose lower left corner is at (0,
0) and upper right corner is at (4, 3) onto the normalized device screen so
that aspect ratios are preserved.
21. Find
out the final co-ordinates of a figure bounded by the co-ordinates (1, 1), (3,
4), (5, 7) and (10, 3) when scaled by
two units in X direction and three unit in Y direction.
PART-B
- Explain the basic concept of
Midpoint ellipse algorithm. Derive the decision parameters for the
algorithm and write down the algorithm steps.
- Explain two dimensional
Translation and Scaling with an example.
- Obtain a transformation
matrix for rotating an object about a specified pivot point.
- Illustrate the DDA line
drawing algorithm with an example.
- Explain the steps in
midpoint ellipse drawing algorithm.
- Did you know polygon
clipping? Define. Explain with flow chart Sutherland-Hodgeman algorithm
for polygon.
- Consider a triangle ABC
whose coordinates are A[4,1], B[5,2], C[4,3]
a. Reflect the given triangle about
X axis.
b. Reflect the given triangle about
Y-axis.
c. Reflect the given triangle about
Y=X axis.
d. Reflect the given triangle about
X axis.
- Explain Sutherland Hodgeman
polygon clipping algorithm. Explain the
Disadvantage of it and how to rectify this disadvantage. - Explain Bresenham’s Line
Drawing Algorithms. And draw a line from origin to (-2, 3).
- Magnify the triangle with
vertices A (0, 0), B (1, 1), and C (5, 2) to twice its size while keeping
C (5, 2) fixed.
- Reflect the diamond – shaped
polygon whose vertices are A (-1, 0), B (0, -2), C (1, 0), D (0, 2) about
(a) the horizontal line y=2, (b) the vertical line x=2, and (c) the line y
= x+2.
- Describe the transformation
used in magnification and reduction with respect to the origin. Find the
new coordinates of the triangle A (0, 0), B (1, 1), C (5, 2) after it has
been (a) magnified to twice its size and (b) reduce to half its size.
- Show that the order in which
transformation are performed is imported by the transformation of triangle
A (0, 0), B (0, 1), C (1, 1), by (a) rotating 450 about the
origin and then translating in the direction of vector I, and (b)
translating and then rotating.
- Find the normalization
transformation N which uses the rectangle A (1, 1), B (5, 3), C (4, 5), D (0, 3) as a window and the
normalized device screen as a viewport.
15. How category of a line is find out for its
visibility using region codes in when Sutherland line clipping algorithm.
UNIT- II THREE DIMENSIONAL CONCEPTS
PART-A
- Categorize the 3D representations?
- Is it necessary for Boundary
representation? Justify it.
- Define the term “space-partitioning
representation”
4. What is Blobby Object? Where it
is used?
- Compare Parallel and
Perspective Projections.
- Define Computer animation.
- Mention the steps in
animation sequence?
- How frame-by-frame animation
works?
- What are the methods of
motion specifications?
- Compare Bezier curve and
Spline curve.
- Find the general form of an
oblique projection into the x y plane.
- What are the principal
vanishing points for the standard perspective transformation?
- Find the perspective
projection onto the view plane z=d where the center of projection is the
origin (0, 0, 0).
PART-B
1.
Explain
3D basic transformation with an example.
2.
Design
a storyboard layout and accompanying key frames for an animation.
3.
How
to specify the objects motions in animation systems.
4.
Derive
the 3D transformation matrix for rotation about
(i) An arbitrary axis (ii) An arbitrary plane
5.
Brief
about select function and shut down functions.
6.
Explain
the properties of B Spline. How it is differ from Bezier?
7.
How
to represent an object on 3D scene?
8.
Explain
three dimensional geometric and modeling transformations.
9.
Explain
three dimensional Viewing and Functions.
10. Draw the CIE chromaticity diagram
and explain.
11. Explain different types of color
model in detail.
12. The pyramid defined by the
coordinates A (0, 0, 0), B (1, 0, 0), C (0, 1, 0), D (0, 0, 1) is rotated 450
about the line L that has the direction V = J+K and passing through point C (0,
1, 0). Find the coordinates of the rotated figure.
13. Find the transformation for (a)
cavalier with θ = 450 and (b) cabinet projections with θ = 300 .
(c) Draw the projection of the unit cube for each transformation.
14. Find the intersecting points of a
line segment with the bounding planes of the canonical view volumes for (a)
parallel and (b) perspective projections.
15. Determine the inequalities that
are needed to extend the Liang – Barsky line clipping algorithm to 3D for (a)
the canonical parallel view volume and (b) the canonical perspective view
volume.
16. Let P0 (0, 0), P1(1,
2), P2(2, 1), P3(3, -1), P4(4, 10), and P5(5,
5) be given data points. If interpolation based on cubic B-Spline is used to
find a curve interpolating this data points, find a knot set t0 ,…. t9
that can be used to define the cubic B-Spline curves.
UNIT – III GRAPHICS PROGRAMMING
PART – A
- Define Color model and draw
the table.
- What are the uses of
chromaticity diagram?
- Write the color conversion
procedures for HSV to RGB and RGB to HSV.
- Mention the applications of
color models.
- What are the parameters in
the HLS color model?
- Differentiate local
illumination model and global illumination model.
- Name the three perceptual
terms for describing color and the corresponding physical properties of
light.
8.
State any four application of Open GL.
PART – B
1. Explain
RGB, CMY, YIQ and YUV color models
2. Can
we use Z to convert from chromaticity coordinates (x, y) back to a specific
color in the XYZ color space?
3. Show
that when averaging or interpolating normal vectors we will get incorrect
result if the vectors are not unit vectors.
4. Verify
the fact that the Y in the CIE XYZ color model is the same as the Y in the NTSC
YIQ color.
5. Write
the procedure to create an object and its operations using OpenGL.
UNIT – IV RENDERING
PART - A
- Define 3D surface rendering?
List out some applications of surface rendering.
- How do I
draw 2D controls over my 3D rendering?
- Write the
Rendering Process?
- How do I split or cut objects
for 3D rendering?
- Can I calculate the 3D volume of
my 3D surface model?
- How do I calculate the surface
area of a 3D surface model?
- Mention the steps to create 3D
rendering from 2D image slices?
- Compare
pre rendering and volume rendering.
10. Compare Flat
Shading, Smooth Shading.
- Difference between Phong shading
and gouraud shading?
- How Phong
Shading Model produces
shiny spots on an object?
- How is rendering
of bitmapped images different from rendering
of vector graphics?
- What is a conceptual rendering?
PART – B
- Write
the basic concepts underlying the subdivision algorithm? Explain with one
example.
- What is painter’s algorithm? How to apply the
painter’s algorithm to display objects.
- How can we use the special structure of a
convex polyhedron to identify its hidden faces for a general parallel or
perspective projection?
- How can hidden surface algorithms be used to
eliminate hidden lines as applied to polygonal mesh models?
- Assuming that one allows 224 depth
value levels to be used, how much memory would a 1024*768 pixel display
require to store the z Buffer?
UNIT
– V FRACTALS
PART
– A
1.
Describe fractal and give any two
examples of fractal.
- What is a fractal? What are
some examples of fractals
- What is fractal dimension?
How is it calculated
- What is a strange attractor?
- Write the steps to be
compute Mandelbrot set.
- List out the bounds of the
Mandelbrot set. When does it
diverge?
- How can I speed up
Mandelbrot set generation?
- Mention the area of the
Mandelbrot set?
- Differentiate Mandelbrot set
and a Julia set?
- Compare the connection
between the Mandelbrot set and Julia sets?
- How is a Julia set actually
computed?
- List out some Julia set
facts?
- Did you know about Iterated
Function System (IFS)? Justify it.
- What is the state of fractal
compression?
- How is Fractal Mountains
generated?
- Write about the steps to
generate 3-D fractals.
- Describe how hidden surface
removal and projection are integrated into the ray – tracing process.
- Name the three components of
surface shading and the secondary ray for computing each.
- Compare vector and ray.
- Let the view point be at (a,
b, c) and the center of pixel at (x, y, z). Find vectors s and d to
represent the corresponding primary ray.
- Determine if a ray
intersects a plane that is parallel to the xy plane.
PART
– B
- Let S1 be a
sphere of radius 8 centered at (2, 4, 1) and S2 a sphere of
radius 10 centered at (10, -2, -5). Determine if a ray with S=2J+5K and d=
I – 2K intersects the spheres.
- Describe a scene where the
bounding volume techniques are definitely not applicable. Explain why.
- Illustrate why the relative
size of an objects affects the quality of environment mapping.
- The implicit equation for a
cylinder of a radius R along the Z – axis is X2 + Y2
– R2 =0. Determine if a ray s + td intersect the cylinder.
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