CS602 MidTerm 2013
CS602 MidTerm 2013
MCQ’S
1
Outside the boundary
Inside the boundary
At boundary
None of the above
6. Discard a line with both endpoints outside clipping boundary is called as ____________
Trivial accept
Trivial reject
Total outside
None of the above
7. _____________is the tendency of the text to flash as it moves up or down.
Flickering
Snow
Distortion
None of the above
8. ___________is the set of points that are equidistant from its origin.
Circle
Parabola
Hyperbola
Ellipse
9. In ________ algorithm, old color must be read before it is invoked.
Scane-line Filling
Floodfill
Both of the above
None of the above
10. The dot product of two vectors A & B is __________ if the angle b/w them is less than 90 or greater
than 270.
Greater than zero
Less than zero
Equal to zero
None of the abve
11. The axonometric projection is ___________ where the direction of projection makes same angle
with all axes.
DIMETRIC
2
Isometric
Oblique
Trimetric
12. The _______ technique has the direction of projection perpendicular to the viewing plane, but the
viewing direction is NOT perpendicular to one of the principle faces.
We can draw the circle using _________
Pentane
Hexane
Trident
Octant
13. _________ direct view storage tube maintains the picture display.
Electron gun
Proton gun
Flood gun
All of the above
14. To move a _____ from one location to another, we translate the center point and redraw the same
using new center point.
Arc
Parabola
Circle
All of the above
15. Because clipping against one edge is independent to all others, so it is ________ arrange the clipping
stages in a pipeline.
Possible
Impossible
Sometimes impossible
None of the above
16. If the polygons are _________ line clipping techniques are sufficient for clipping.
Filled
Unfilled
Half filled
All of the above
17. Polygons consisting of _________________ can cause problems when rendering.
Non-coplanar vertices
3
Co-planar vertices
Any vertices
None of the above
SUBJECTIVE:
We want to scale an object two times the existing x-axis and y-axis. Write the scaling matrix for this
transformation. (2 MARKS)
What we must consider before rotaion of a point? (2 MARKS)
How can we find distance between two 3D points using mathematical notation? (3 MARKS)
Write final expression of composite rotation matrix. (3 MARKS)
PAST PAPERS:
Total MCQs 20 of each one maks
Two question of 2 marksis
Two question of 3 marks
Two question of 5 marks
Q1. define rotation in 2d ? (2)
Q2. describe the diagram that is 0n the page # 200 2nd diagram... (5)
q3. formula to find length of the vector.
4
q4. write a c program to draw a circle using polar coordinatx
on December 12, 2012 at 10:52am
Today CS602 Midterm Term Paper
Total Question = 26
Total Mcqs of 1 marks of each = 20
Total 2 Marks Question = 2
Total 3 Marks Question = 2
Total 5 Marks Question = 2
write the two techniques of triangle rasterization. 2 marks
ek tha k in 2-D can a polygon be divided if yes then write the reason?
what is the taxonomy of the families of the projection? shayd 5 mrks ka tha
write the following formula in column 2? 5 marks
ek table given tha jiske ek side par names or dusri side par unke formulas likhne the in 3-D?
translation P'=
scaling P'=
rotation P'=
shear P'=
composite transition P'=
What is meant by the viewing Frustum? (2)
In 3D graphics what we consider before the rotation of a point? (2)
Clock wise rule Walter Atherton Polygon clipping method........................(3)
Texture mapped triangle Rasterization....................(5)
Reflection in 2D transformation...............(3)
Diff. b/w Lacal and Global Coordinate syatem............(5)
Sol:
5
22.
Sol:
• Local coordinate systems can be defined with respect to global coordinate system
• Locations can be relative to any of these coordinate systems
• Locations can be translated or "transformed" from one coordinate system to
another.
23.
Sol:
In 3D computer graphics, the viewing frustum or view frustum is the region of space in the modeled world that may appear
on the screen; it is the field of view of the notional camera. The exact shape of this region varies depending on what kind of
camera lens is being simulated
24.
Sol:
6
25.
Sol:
7
26.
Sol:
scaling
26.
8
Sol:
Formula to solve this question
x′ = x.Sx
y′ = y.Sy
25.
Sol:
Rendering - The process of computing a two dimensional image using a combination of
a three-dimensional database, scene characteristics, and viewing transformations. Various
algorithms can be employed for rendering, depending on the needs of the application.
23.
Sol:
9
22.
Sol:
Axonometric projections are orthographic projections in which the
direction of projection
is not parallel to any of the three principal axes. Non orthographic
parallel projections
are called oblique parallel projection.
21.
10
Sol:
we can find a matrix for any sequence of transformation as a
composite transformation matrix by calculating the matrix product of the
individual
transformations.
11