(2 Hours) Total Marks: 75: Cathode Ray Tube
(2 Hours) Total Marks: 75: Cathode Ray Tube
Total Marks: 75
of a video monitor is the Cathode Ray Tube (CRT), shown in the following
illustration.
• The electron beam passes through focusing and deflection systems that direct
it
• When the beam hits the screen, the phosphor emits a small spot of light at
• It redraws the picture by directing the electron beam back over the same
on the screen.
Points to be coverd.
1.Jagged Profiles
2.Improperly rendering
3.Disintegrating textures.
e. Explain different types of Video Formats.
List of formats.
• AVI (Audio Video Interleave) ...
• FLV (Flash Video Format) ...
• WMV (Windows Media Video) ...
• MOV (Apple QuickTime Movie) ...
• MP4 (Moving Pictures Expert Group 4)
f. Explain the Acceptance and Rejection test using bit codes in Cohen-Sutherland line
clipping algorithm.
The Cohen-Sutherland line clipping algorithm quickly detects and dispenses with
two common and trivial cases. To clip a line, we need to consider only its endpoints.
If both endpoints of a line lie inside the window, the entire line lies inside the
window. It is trivially accepted and needs no clipping. On the other hand, if both
endpoints of a line lie entirely to one side of the window, the line must lie entirely
outside of the window. It is trivially rejected and needs to be neither clipped nor
displayed.
To determine whether endpoints are inside or outside a window, the algorithm sets
up a half-space code for each endpoint. Each edge of the window defines an infinite
line that divides the whole space into two half-spaces, the inside half-space and
the outside half-space, as shown below.
As you proceed around the window, extending each edge and defining an inside
half-space and an outside half-space, nine regions are created - the eight "outside"
regions and the one "inside"region. Each of the nine regions associated with the
window is assigned a 4-bit code to identify the region. Each bit in the code is set to
either a 1(true) or a 0(false). If the region is to the left of the window, the first bit of
the code is set to 1. If the region is to the top of the window, the second bit of the
code is set to 1. If to the right, the third bit is set, and if to the bottom,
the fourth bit is set. The 4 bits in the code then identify each of the nine regions as
shown below.
For any endpoint ( x , y ) of a line, the code can be determined that
identifies which region the endpoint lies. The code's bits are set according
to the following conditions:
The sequence for reading the codes' bits is LRBT (Left, Right, Bottom, Top).
Once the codes for each endpoint of a line are determined, the
logical AND operation of the codes determines if the line is completely outside of
the window. If the logical AND of the endpoint codes is not zero, the line can be
trivally rejected. For example, if an endpoint had a code of 1001 while the other
endpoint had a code of 1010, the logical AND would be 1000 which indicates the
line segment lies outside of the window. On the other hand, if the endpoints had
codes of 1001 and 0110, the logical AND would be 0000, and the line could not be
trivally rejected.
The logical OR of the endpoint codes determines if the line is completely inside the
window. If the logical OR is zero, the line can be trivally accepted. For example, if
the endpoint codes are 0000 and 0000, the logical OR is 0000 - the line can be
trivally accepted. If the endpoint codes are 0000 and 0110, the logical OR is 0110
and the line can not be trivally accepted.
Before Clipping
1. Consider the line segment AD.
Point A has an outcode of 0000 and point D has an outcode of 1001. The
logical AND of these outcodes is zero; therefore, the line cannot be trivally
rejected. Also, the logical OR of the outcodes is not zero; therefore, the line
cannot be trivally accepted. The algorithm then chooses D as the outside
point (its outcode contains 1's). By our testing order, we first use the top edge
to clip AD at B. The algorithm then recomputes B's outcode as 0000. With
the next iteration of the algorithm, AB is tested and is trivially accepted and
displayed.
Point E has an outcode of 0100, while point I's outcode is 1010. The results
of the trivial tests show that the line can neither be trivally rejected or
accepted. Point E is determined to be an outside point, so the algorithm clips
the line against the bottom edge of the window. Now line EI has been
clipped to be line FI. Line FI is tested and cannot be trivially accepted or
rejected. Point F has an outcode of 0000, so the algorithm chooses point I as
an outside point since its outcode is1010. The line FI is clipped against the
window's top edge, yielding a new line FH. Line FH cannot be trivally
accepted or rejected. Since H's outcode is 0010, the next iteration of the
algorthm clips against the window's right edge, yielding line FG. The next
iteration of the algorithm tests FG, and it is trivially accepted and display.
After Clipping
After clipping the segments AD and EI, the result is that only the
line segment AB and FG can be seen in the window.
2. Attempt any three of the following: 1
5
a. Perform mapping from Window to Viewport coordinate transformation.
b. Using homogeneous coordinate transformation matrix, apply following sequence of
transformation to
a unit square centered at origin.
i)Translation by factor(1,1)
ii)Rotation by angle θ=90̊
TT = 1 0 0
0 1 0
1 1 1
-sin90 cos90 0 = -1 0 0
0 0 1 0 0 1
T=TT . TR = 0 1 0
-1 0 0
-1 1 1
Unit square ABCD=
A -1/2 -1/2 1
B 1/2 -1/2 1
=
C 1/2 1/2 1
D -1/2 1/2 1
c. Obtain the general combined matrix for scaling about an Fixed Point P(xf, yf).
1 1.5 3 0
0.8 0 1 0
Tshear = 0.5 1 1 0
0 0 0 1
Soution
A 0 0 1 1
B 1 0 1 1
C 1 1 1 1
D 0 1 1 1
V= E = 0 0 0 1
F 1 0 0 1
G 1 1 1 1
H 0 1 0 1
The primary use of clipping in computer graphics is to remove objects, lines, or line
segments that are outside the viewing pane. The viewing transformation is insensitive
to the position of points relative to the viewing volume − especially those points
behind the viewer − and it is necessary to remove these points before generating the
view.
View Volume
• Given the specification of the view window, we can set up a View Volume.• Only
objects inside the view volume might appear in the display, the rest are clipped.
Points to be covered:
• Domain
• Range
• Reciprocity
• Energy Conservation
Solution
The equation for curve is
P(u)=(1-u)3P1+3u(1-u)2P2+3u2(1-u)P3+u3P4
computer animation generally refers to any time sequence of visual changes in a picture.
In addition to changing object positions using translations or rotations, a computer-
generated animation could display time variations in object size, color, transparency,
or surface texture. Advertising animations often transition one object shape into
another: for example, transforming a can of motor oil into an automobile engine. We
can also generate computer animations by varying camera parameters, such as
position, orientation, or focal length, and variations in lighting effects or other
parameters and procedures associated with illumination and rendering can be used to
produce computer animations.
Procedural Animation