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ALPHA COLLEGE OF ENGINEERING COLLEGE

COMPUTER GRAPHICS
QUESTION BANK UNIT- I OUTPUT PRIMITIVES Part-A (2-MARKS) 1. What is the purpose of presentation graphics? 2. Define refresh buffer/frame buffer. 3. What is pixel? 4. Define aspect ratio. 5. What is Output Primitive? 6. What is DDA? 7. What are the disadvantages of DDA algorithm? 8. What is attribute parameter? 9. What is the basic line attributes? 10. What is meant by aliasing? 11. Define Translation. 12. Define Rotation. 14. Define Reflection. 15. Define Shear. 16. Define Window. 17. Define view port. 18. What is viewing transformation? 19. Define Clipping. 20. What are the types of Clipping? Part-B (16-MARKS) 1. Explain the basic concept of Midpoint ellipse algorithm. Derive the decision parameters for the algorithm and write down the algorithm steps. (16) 2. Explain two dimensional Translation and Scaling with an example. (16) 3. Obtain a transformation matrix for rotating an object about a specified pivot point. (16) 4. Explain DDA line drawing algorithm. (16) 5. Explain the steps in midpoint ellipse drawing algorithm. (16) 6. What is polygon clipping? Explain Sutherland-Hodgeman algorithm for polygon (16) 7. Explain about socket, connect, bind, listen and accept functions. (16) 8. Consider a triangle ABC whose coordinates are A[4,1], B[5,2], C[4,3] a. Reflect the given triangle about X axis. (4) b. Reflect the given triangle about Y-axis. (4) c. Reflect the given triangle about Y=X axis. (4) d. Reflect the given triangle about X axis. (4) 9. Explain Sutherland Hodgeman polygon clipping algorithm. Explain the (16) Disadvantage of it and how to rectify this disadvantage. 10. Explain Two Dimensional Viewing. (16)

UNIT- II THREE DIMENSIONAL CONCEPTS Part-A (2-MARKS) 1. List different types of projections. 2. Write short notes on Parallel Projection. 3. Write short notes on Perspective Projection. 4. Write Short notes on Depth Cueing. 5. Describe Surface Rendering. 6. Define boundary representation in 3D object. 7. Define space partitioning representation in 3D object. 8. What is mean by polygon table. 9. What is mean by attribute table 10. What is mean by geometric table. 11. Define polygon mesh. 12. What is meant by quadrilateral mesh. 13. What is mean by Zero order parametric continuity. 14. What is mean by First order parametric continuity. 15. What is mean by Second order parametric continuity. 16. Write torus equation with example. 17. What is mean by reflection. 18. Draw reflection relative to xz plane. 19. Define viewing. 20. What do you understand by oblique projection. 21. List the types of visible surface detection algorithm 22. What is mean by z-buffer method. 23. What is mean by a-buffer method. 24. Define ray-casting method. 25. Define octree. 26. What is blobby object.

Part-B (16-MARKS) Explain in detail about Three Dimensional Object Representation. Explain spline with its different types. Explain in details about various visualization of data sets. Explain 3D basic transformation with example. Explain 3D General pivot point rotation. Explain in details about general 3D pipeline from modeling coordinate to final device coordinate. 7. Write short notes on parallel projection. 8. Write short notes on perspective projection with an example. 9. Explain in detail about visible surface identification. 1. 2. 3. 4. 5. 6.

UNIT III GRAPHICS PROGRAMMING Part-A (2-MARKS) 1. Mention different types of color model 2. Discuss the properties of light 3. Define chromaticity 4. Define complementary colors 5. Define primary colors 6. What is color model 7. Define hue 8. Define saturation 9. Define Tints. 10. Define Tones. 11. Define Shades. 12. Explain XYZ color model 13. Explain RGB color model 14. Explain YIQ color model 15. Explain CMY color model 16. What is animation. 17. Define morphing. 18. What are the steps involved in designing an animation sequence. 19. How to draw dots using OpenGL. 20. How to draw lines using OpenGL 21. What are the various OpenGL datatypes. 22. Explain the function glVertex. 23. What are the four transformation involved in producing a scene. 24. What are the two projections supported by OpenGL. 25. Define viewport. 26. Write the command for solid and wire cube. 27. Write the command for solid and wire teapot. Part-B (16-MARKS) 1. 2. 3. 4. 5. 6. 7. Explain about HSV color model. Write short notes about a) YIQ color model b) CMY color model. Explain about HLS Color model Explain RGB color model and CMY Color model. Define animation sequences. What are the various steps involved in amination sequence. What are key frame system? Explain. Describe the various ways in which the motions of objects can be specified in an animation system. 8. Explain the various primitives and attributes in OpenGL. 9. How to draw a 3D objects using OpenGL? Explain it with an example.

UNIT IV RENDERING Part-A (2-MARKS) 1. What do you mean by Shading Models? 2. What is Achromatic light? 3. Mention types of light sources used by shading model. 4. Define Diffuse scattering. 5. Define Specular reflection. 6. Define Phong Models. 7. Define Ambient light. 8. Define Flat shading. 9. Define Smooth shading and mention its types. 10. What is bump mapping? 11. Write down the camera class. 12. Write down the Open GL function to specify the Flat Shading Model. 13. Write down the Open GL function to specify the Smooth Shading Model. 14. Write down the applications of rendering textures. 15. Explain Graphics pipeline with block diagram. 16. Write down OpenGL function to create a light source. 17. How to move light sources using OpenGL? 18. How to set material properties using OpenGL? 19. What is Gouraud Shading? 20. What is yaw and pitch in terms of camera ? 21. How to roll camera in a program? 22. What is FBO? 23. Write down the steps involved in creating shadows in OpenGL. Part-B (16-MARKS) 1. 2. 3. 4. 5. 6. 7. Explain in detail about Shading Models in OpenGL. Write down briefly about adding texture to faces and shadows of objects. Write in detail about the rendering techniques for shadow images. How to build camera in a program? How to create shaded objects? Explain in detail how to draw shadows using OpenGL? Explain in detail about OpenGL Frame Buffer Object.

UNIT V FRACTALS Part-A (2-MARKS) 1. What is Computer Graphics Realism? 2. How realistic pictures can be created in OpenGL? 3. What is Fractals? 4. Write down properties of fractals. 5. What is Fractal dimension? 6. What is random fractal? 7. What is geometric fractal? 8. What is Koch curve? 9. What is turtle graphics program? 10. Define Peano curves. 11. Write the string production commands and its purpose. 12. How to draw branching in string production? 13. What are Mandelbrot sets? 14. Define Julia sets. 15. Write a pseudo code for ray tracer. 16. Write down the types of texturing. 17. What is super sampling? 18. Define index of refraction. 19. Define Snells law. 20. Define CSG. 21. Explain the process of Fractal Image Compression and Regeneration. Part-B (16-MARKS) 1. How to create image by iterated functions? 2. Describe in detail about ray tracing methods. 3. Write in detail about Transparency. 4. Explain about intersection of ray in other primitives. 5. Explain the various Boolean operations on objects. 6. Explain about Peano curve in detail. 7. Explain about Koch curve in detail. 8. Explain about different surface textures. 9. Write the Hit method pseudocode for intersecting with a square. 10. Write the Hit method pseudocode for intersecting with a cube.

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