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Unit-3: Short Answer Questions

This document outlines topics covered in three units on 3D computer graphics: Unit 3 covers 2D and 3D transformations, projections, viewing, and the z-buffer algorithm. Unit 4 discusses lighting models, vector calculations, shading, rasterization, clipping, and hidden surface removal. Unit 5 focuses on animation, tree data structures, parametric curves and surfaces, B-splines, scene graphs, and rendering curves and surfaces in OpenGL.

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0% found this document useful (0 votes)
124 views2 pages

Unit-3: Short Answer Questions

This document outlines topics covered in three units on 3D computer graphics: Unit 3 covers 2D and 3D transformations, projections, viewing, and the z-buffer algorithm. Unit 4 discusses lighting models, vector calculations, shading, rasterization, clipping, and hidden surface removal. Unit 5 focuses on animation, tree data structures, parametric curves and surfaces, B-splines, scene graphs, and rendering curves and surfaces in OpenGL.

Uploaded by

murali1622
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Unit-3

Short answer questions


1. Define translation, rotation, and scaling?
2. What is classical viewing?
3. Define orthographic projections?
4. Define axonometric projections?
5. Define oblique projection?
6. What is perspective viewing?
7. Discuss Z-buffer algorithm?

Long answer question


1. Elaborate affine transformation?
2. How transformations are applied in homogeneous coordinates?
3. How transformations are concatenated?
4. Discuss transformation matrices in OpenGL?
5. Discuss 3D Graphics from computer perspective?
6. How do we position a camera for desired projection?
7. What is the limitation of parallel projection? Explain in Detail?
8. Elaborate Perspective projections in OpenGL?

Unit-4
Short answer questions
1. Define light? What are four lighting types that are sufficient for rendering simple scene?
2. What are the parameter’s for specifying lightning?
3. What are the different types of light sources in OpenGL?
4. Define Clipping?
5. Define Polygon Clipping?
6. Define Rasterization?
7. What are object space and image space approaches for hidden surface removal?
8. Define antialiasing?

Long answer questions


1. Discuss Phong lightning model??
2. What is a vector and how do we compute them?
3. What are the ways to shade the polygons? Elaborate?
4. What are basic implementation strategies that any graphic systems must perform to
render a geometric entity? Elaborate each of them?
5. Elaborate different line segment clipping methods?
6. How clipping is done in a 3D polygon?
7. Explain Bresenham`s algorithm?
8. Explain Polygon Rasterization?
9. Explain different hidden surface removal algorithms?
10. What are the different problems to be considered for displaying an Object?

Unit-5
Short answer questions
1. What are different graphical objects used in animation?
2. Define CSGTrees, BSPTrees, QuadTrees, OctTrees.
3. Define parametric polynomial curves and surfaces?
4. What are the design criteria issues for curves and surfaces?
5. What are the reasons for using parametric polynomials?
6. How do we illustrate a cubic B-Spline curves?
7. Define recursively defined B-Splines?

Long answer questions


1. What is the use of tree data structure in computer graphics and explain Stack Based
Traversals
2. Define Scene graph and discuss Open Scene Graph API?
3. Discuss Bezier Curves and Surfaces?
4. Explain Various representations of curves and surfaces?
5. Explain about Interpolation?
6. Explain in detail the process of rendering curves and surfaces in OpenGL?
7. Elaborate curves and surfaces in OpenGL?

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