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CG - Assignment 3

The document contains multiple choice and short answer questions about computer graphics topics like transformations, projections, lighting models, shading techniques and algorithms. Specifically, it asks about translation, rotation, perspective projection, orthographic projection, isometric projection, Gouraud shading, Phong shading, back-face culling, ray tracing, RGB and CMY color models, and the basic illumination model. It also includes short answer explanations of ray tracing, diffuse reflection, specular reflection, and translation and rotation transformations. Long answer questions provide algorithms for a screen saver program, back-face detection technique, and a ball control program using arrow keys.

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parth solanki
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0% found this document useful (0 votes)
77 views7 pages

CG - Assignment 3

The document contains multiple choice and short answer questions about computer graphics topics like transformations, projections, lighting models, shading techniques and algorithms. Specifically, it asks about translation, rotation, perspective projection, orthographic projection, isometric projection, Gouraud shading, Phong shading, back-face culling, ray tracing, RGB and CMY color models, and the basic illumination model. It also includes short answer explanations of ray tracing, diffuse reflection, specular reflection, and translation and rotation transformations. Long answer questions provide algorithms for a screen saver program, back-face detection technique, and a ball control program using arrow keys.

Uploaded by

parth solanki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMPUTER GRAPHICS

ASSIGNMENT 3

MULTIPLE CHOICE QUESTIONS


1. Which of the following transformations is used in classical three-dimensional viewing
to convert world coordinates to viewing coordinates?
a) Translation b) Rotation
c) Scaling d) Projection

2. Which of the following is not a type of projection used in classical three-dimensional


viewing?
a) Perspective projection b) Orthographic projection
c) Isometric projection d) Axonometric projection

3. In classical three-dimensional viewing, which of the following is used to determine


which objects are visible and which are hidden?
a) Z-buffering b) Back-face culling
c) Clipping d) Ray tracing

4. Which color model is used for specifying colors in printing and graphic design?
a) RGB b) CMY
c) YIQ d) HSV

5. Which color model is used in color television broadcasting and transmission?


a) RGB b) CMY
c) YIQ d) HSV

6. Which shading model computes the lighting for each pixel based on the normal
vectors of the surface and the light sources?
a) Phong Shading b) Gouraud shading
c) Ray tracing d) Depth comparison

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7. Which shading model computes the lighting at each vertex and interpolates the
values across the surface?
a) Phong Shading b) Gouraud shading
c) Ray tracing d) Depth comparison

8. Which of the following algorithms is used to remove hidden surfaces in computer


graphics?
a) Ray tracing b) Depth comparison
c) Gouraud shading d) Back face detection

9.Which algorithm is used to determine whether a surface is facing the viewer or not?
a) Gouraud shading b) Back face detection
c) Ray tracing d) Depth comparison

10. Which lighting model is used to simulate the interaction of light with surfaces in
computer graphics?
a) Basic Illumination Model b) Gouraud shading
c) Phong Shading d) Ray tracing

SHORT ANSWER TYPE QUESTIONS


1. Explain ray tracing in brief?
Ray tracing is a general technique from geometrical optics of modelling the path taken by light
by following rays of light as they interact with optical surfaces. It is used in the design of
optical systems, such as camera lenses, microscopes, telescopes and binoculars.
The term is also applied to mean a specific rendering algorithmic approach in 3D computer
graphics, where mathematically-modelled visualizations of programmed scenes are produced
using a technique which follows rays from the eyepoint outward, rather than originating at the
light sources.

2. Explain Basic Illumination Model


Illumination model, also known as Shading model or Lightning model, is used to calculate
the intensity of light that is reflected at a given point on surface. There are three factors on
which lightning effect depends on:
Light Source: Light source is the light emitting source. There are three types of light sources:

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1. Point Sources
2. Parallel Sources
3. Distributed Sources
Surface: When light falls on a surface part of it is reflected and part of it is absorbed. The
surface structure decides the amount of reflection and absorption of light.
Observer: The observer’s position and sensor spectrum sensitivities also affect the lightning
effect.

3. Explain Diffuse reflection


Diffuse reflection occurs on the surfaces which are rough or grainy. In this reflection the
brightness of a point depends upon the angle made by the light source and the surface.

The reflected intensity Idiff of a point on the surface is:

4. Explain Specular reflection, Phong Shading and Gourand shading


• Specular Reflection: Specular reflection is a type of surface reflectance often described
as a mirror-like reflection of light from the surface. In specular reflection, the incident
light is reflected into a single outgoing direction.
• Phong Shading: A more accurate method for rendering a polygon surface is to
interpolate the normal vector and then apply the illumination model to each surface
point. This method developed by Phong Bui Tuong is called Phong Shading or normal
vector Interpolation Shading. It displays more realistic highlights on a surface and
greatly reduces the Match-band effect.
• Gourand Shading: This Intensity-Interpolation scheme, developed by Gouraud and
usually referred to as Gouraud Shading, renders a polygon surface by linear
interpolating intensity value across the surface. Intensity values for each polygon are
coordinate with the value of adjacent polygons along the common edges, thus
eliminating the intensity discontinuities that can occur in flat shading.
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5. Explain Translation in detail.
The translation is the movement in a straight line of an object from one position to another.

The movement of objects without deforming the shape of the object is Translation. Here the
object is shifted from one position to another position and from one co-ordinate location to
another.

The translating polygon i.e., all vertex of the polygon is converted to a new position. Similarly,
curved objects are translated. To change the position of the circle or ellipse its centre
coordinates are transformed, then the object is drawn using the new co-ordinates.

6. Explain Rotation in detail.

It is a process of changing the angle of the object. Rotation can be clockwise or anticlockwise.
For rotation, we have to specify the angle of rotation and rotation point. Rotation point is also
called a pivot point. It is print about which object is rotated.

Types of Rotation:
1. Anticlockwise
2. Counter clockwise

The positive value of the pivot point (rotation angle) rotates an object in a counter-clockwise
(anti-clockwise) direction. The negative value of the pivot point (rotation angle) rotates an
object in a clockwise direction. When the object is rotated, then every point of the object is
rotated by the same angle.

LONG ANSWER TYPE QUESTIONS


1. Program to make screen saver in that display different size circles filled with different
colors and at random places.

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Output

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2. Write an algorithm Back face detection technique.
Back-Face detection, also known as Plane Equation method, is an object space method in
which objects and parts of objects are compared to find out the visible surfaces. Let us consider
a triangular surface that whose visibility needs to decided.

The idea is to check if the triangle will be facing away from the viewer or not. If it does so,
discard it for the current frame and move onto the next one. Each surface has a normal vector.

If this normal vector is pointing in the direction of the center of projection, then it is a front
face and can be seen by the viewer. If this normal vector is pointing away from the center of
projection, then it is a back face and cannot be seen by the viewer.

Algorithm for left-handed system:


1) Compute N for every face of object.
2) If (C. (Z component) > 0)
then a back face and don't draw
else
front face and draw
Algorithm for right-handed system:
1) Compute N for every face of object.
2) If (C. (Z component) < 0)
then a back face and don't draw
else
front face and draw

3.Write a Program control a ball using arrow keys.

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Output

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