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VELS UNIVERSITY

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Year : IV-CSE Dept: CSE Sem: VII

Subject Name, Code: 09TBCE64-Computer Graphics QUESTION BANK UNIT I 2D PRIMITIVES


PART-A(2 MARKS) 1. Define persistence. 2. Define resolution. 3. Define aspect ratio. 4. What is horizontal and vertical retrace? 5. What is interlaced refresh? 6. What is a raster scan system? 7. What is a random scan system? 8. What are beam penetration method color monitors? 9. What are shadow mask method color monitors? 10. What is scan conversion? 11. What is a cell array? 12. What are line caps? 13. What are different methods of smoothly joining two line segments? 14. Briefly explain about the character attributes. 15. Briefly explain about the unbundled and bundled attributes. 16. Define aliasing. 17. What is antialiasing? 18. What are the basic transformations? 19. What is uniform and differential scaling? 20. Define reflection. PART B 1. Explain Bresenhams line drawing algorithm. (16) 2. Rasterizing the line from (-1,1) to (5,-8) using Bresenhams line drawing Algorithm.(16) 3. Explain Bresenhams circle generating algorithm. (16) 4. Explain the basic concept of Midpoint ellipse algorithm. Derive the decision parameters for the algorithm and write down the algorithm steps. (16) 5. Explain two dimensional Translation and Scaling with an example. (16) 6. Obtain a transformation matrix for rotating an object about a specified pivot point. (16) 7. Explain in detail about window to viewport coordinate transformation. (16) 8. Write a detailed note on the basic two dimensional transformations. (16) 9. 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) 10. Write note on any one polygon clipping algorithm, i) Cohen-Sutherland line clipping algorithm (8) ii) Liang-Bar sky line clipping algorithm. (8) 11. Explain in detail about i) Raster and random scan systems. (8) ii) Graphics input devices. (8) UNIT II 3D CONCEPTS PART-A (2 MARKS) 1. What are the representation schemes for solid objects? 2. What is parallel projection? 3. What is perspective projection? 4. What are blobby objects? 5. What is depth cueing? 6. What is an ellipsoid? 7. Describe about spline curve. 8. How to generate a spline curve? 9. Explain about Bezier curves. 10. Explain about representations. 11. Explain about constructive solid geometry. 12. What is ray casting? 13. Define Octree. 14. What are the two types of projections? 15. Explain about axonometric projection. 16. Explain about isometric projection. 17. Explain about cavalier projections. 18. Define depth queuing. 19. State the use of exploded views. 20. What are called control points? PART B 1. Derive the 3D transformation matrix for rotation about (i) an arbitrary axis. (8) (ii) an arbitrary plane. (8) 2. Explain in detail about i) spline representation of three dimensional objects.(8) ii) octree representation of three dimensional objects.(8) 3. Write short notes on fractal geometry method of representing three dimensional objects.(16) 4. Write short notes on i) Parallel projection.(8) ii) Perspective projection. (8)

6. Explain in detail about three dimensional display methods. (16) 7. Explain in detail about the boundary representation of three dimensional objects. (16) 8. Explain three dimensional Viewing and Functions. (16) 9. Explain in detail about BSP tree method of determining object visibility.(16)

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