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CG 2022 Solution

This document contains the name, class, section, and roll number of a student followed by their answers to 10 questions on computer graphics topics. The questions cover resolution, raster scan systems, aspect ratio, scaling, point clipping, text clipping, animation, morphing, translation, and scan conversion. For each question, the student provided a concise definition or explanation of the term or concept in 3 sentences or less.

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Sachin Sharma
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0% found this document useful (0 votes)
61 views57 pages

CG 2022 Solution

This document contains the name, class, section, and roll number of a student followed by their answers to 10 questions on computer graphics topics. The questions cover resolution, raster scan systems, aspect ratio, scaling, point clipping, text clipping, animation, morphing, translation, and scan conversion. For each question, the student provided a concise definition or explanation of the term or concept in 3 sentences or less.

Uploaded by

Sachin Sharma
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
You are on page 1/ 57

NAME – SACHIN SHARMA

CLASS – B.TECH VTH SEM


SECTION – C
ROLL NO – 21EJCCS195
2022 CG SOLUTION

=======================PART A===========================
QUE 1 What is resolution in computer graphics?
**1. Resolution in Computer Graphics:**
Resolution in computer graphics refers to the number of pixels that can
be displayed on a screen, typically measured in terms of pixels per inch
(PPI) or dots per inch (DPI). It determines the level of detail and clarity
in a digital image. Higher resolutions generally result in sharper and
more detailed images, while lower resolutions may appear pixelated or
less defined. Resolution is crucial in various digital displays, such as
monitors, TVs, cameras, and printers.

QUE 2 Explain Raster Scan System.


**2. Raster Scan System:**
A raster scan system is a method used in computer graphics to display
images on a screen. It works by scanning the display area row by row,
left to right, top to bottom. Each point on the screen, called a pixel
(short for picture element), is illuminated according to the information
provided by the image data. This method is commonly employed in
cathode-ray tube (CRT) monitors.

The process involves an electron beam moving across the screen, and
as it passes through each row, it illuminates the pixels based on the
intensity and color values specified by the image. The result is a
complete image formed by the combination of these illuminated pixels.

QUE 3 Define Aspect ratio


**3. Aspect Ratio:**
Aspect ratio in computer graphics and display technology refers to the
proportional relationship between the width and height of an image or
screen. It is expressed as the ratio of the width to the height. For
example, an aspect ratio of 16:9 indicates that for every 16 units of
width, there are 9 units of height.
Common aspect ratios include 4:3 (traditional TV), 16:9 (widescreen
TV), and 1:1 (square). The aspect ratio is important because it
influences how images and videos are displayed, and a proper aspect
ratio is necessary to avoid distortion.

QUE 4 What is the role of Scaling?

**4. Role of Scaling:**


Scaling in computer graphics involves resizing or transforming an object
or image. It plays a crucial role in adapting graphics to different display
sizes, resolutions, or aspect ratios. There are two main types of scaling:

- **Uniform Scaling:** This involves resizing an object uniformly in


both the horizontal and vertical directions, maintaining its aspect ratio.

- **Non-uniform Scaling:** This allows for independent scaling along


the horizontal and vertical directions, potentially distorting the object.
Scaling is essential in various applications, including responsive web
design, video playback on different screen sizes, and adjusting images
to fit specific output devices. It ensures that graphics maintain their
visual integrity across various display environments.

QUE 5 What is point clipping?


Point clipping in computer graphics is a process that involves
determining whether a specific point, often representing a vertex or
pixel, lies within the visible portion of the display window or viewport.
The goal of point clipping is to exclude points that fall outside the
visible region, preventing them from being displayed or processed
further.

In a graphical system, not all points specified by coordinates may be


visible on the screen due to the presence of a clipping window or
viewport. The clipping window defines the visible area on the display.
When graphics primitives such as lines or polygons are rendered, their
vertices (points) are checked against the clipping window, and any
vertices lying outside the window are clipped or discarded.
Point clipping is a fundamental step in the overall clipping process,
which also includes line clipping, polygon clipping, and other geometric
primitives. By performing point clipping, unnecessary calculations and
rendering for points outside the visible region can be avoided,
optimizing the overall performance of the graphics rendering process.

The algorithm used for point clipping typically involves comparing the
coordinates of the point with the boundaries of the clipping window. If
the point lies within the specified region, it is retained for further
processing; otherwise, it is discarded. The specific method used for
point clipping can vary depending on the graphics system and the
nature of the coordinate system being employed.

QUE 6 What does Text Clipping mean . Explain


Text clipping in computer graphics refers to the process of determining
the visible portion of text that should be displayed within a specified
region or window on the screen. It ensures that only the text that fits
within the designated area is shown, while any text outside this region
is clipped or not displayed. Text clipping is essential for maintaining a
visually coherent and readable presentation, especially when dealing
with text elements that extend beyond the boundaries of the viewing
area.

QUE 7 What is Animation?

Animation is the process of creating a sequence of images or frames


that, when played in rapid succession, give the illusion of motion. In
computer graphics, animation involves manipulating visual elements,
such as images or objects, to create the perception of movement. This
can be achieved through various techniques, including frame-by-frame
animation, where each frame is a separate image, and computer-
generated imagery (CGI), where mathematical transformations are
applied to create movement. Animation is widely used in movies, video
games, simulations, and various multimedia applications.

QUE 8. What is Morphing?


Morphing, short for metamorphosis, is a technique in computer
graphics where one image is gradually transformed into another. This
involves smoothly transitioning between the two images by
interpolating the shape, color, and other attributes of the objects or
elements in the images. Morphing is often used for creative and artistic
effects in movies, advertisements, and digital media. The process
requires defining corresponding points in the two images, and
algorithms are then applied to achieve the gradual transformation.

QUE 9. What is Translation?


In computer graphics, translation refers to the process of moving an
object from one location to another in a coordinate system. It involves
shifting the position of an object by a certain distance along the x, y, or
z-axis (in 2D or 3D space). Translation is one of the basic
transformations in graphics, along with rotation and scaling. It is
commonly used to reposition objects on the screen or in a 3D space to
create animations, apply transformations, or adjust the placement of
graphical elements.

QUE10. What is Scan Conversion ?


Scan conversion is the process of converting geometric shapes, such as
lines or polygons, specified in a continuous mathematical form into a
discrete pixel representation for display on a raster-scan device, like a
computer monitor. This process involves determining which pixels on
the display should be illuminated to represent the given geometric
shape accurately. Algorithms for scan conversion play a crucial role in
rendering graphics on digital screens by efficiently determining which
pixels to activate or deactivate to produce the desired visual output.

======================PART B ====================
QUE 1. Properties of Bezier Curves:**
- **Degree:** Bezier curves can be of any degree, but commonly
used are quadratic (degree 2), cubic (degree 3), and higher-degree
curves.
- **Convex Hull Property:** All control points of a Bezier curve lie
within the convex hull formed by the control points.
- **End Point Interpolation:** The curve starts at the first control
point and ends at the last control point.
- **Variation Diminishing:** As the parameter varies from 0 to 1, the
curve lies entirely within the convex hull of its control points.
- **Affine Invariance:** Bezier curves remain unchanged under affine
transformations (translation, rotation, scaling).

QUE 2. Describe Phong Shading in detail


Phong shading is a shading model in computer graphics that provides a
more realistic lighting model than Gouraud shading. It is based on the
reflection model developed by Bui Tuong Phong. Phong shading
calculates the shading at each pixel by considering the specular
reflection component along with diffuse reflection and ambient
reflection.

- **Ambient Reflection:** Represents the constant background light.


- **Diffuse Reflection:** Represents the light scattered in different
directions due to the surface orientation.
- **Specular Reflection:** Represents the shiny highlight on a
surface.

Phong shading computes the shading at each pixel, taking into account
the position of the viewer, the light source, and the surface normals.
This method provides a smoother and more realistic appearance,
especially for surfaces with specular highlights.

QUE 3. Explain Scan conversion, write Bresenham's Algorithm (for slope


m > 1)
**Scan Conversion:**
Scan conversion in computer graphics is the process of converting
geometric shapes specified in a continuous mathematical form into a
pixel representation for display on a raster-scan device, such as a
computer monitor. The term "scan" refers to the electronic scanning of
the display, which is done line by line. The process involves determining
which pixels in the display should be activated (illuminated) to
accurately represent the given geometric shape.
For example, in the case of a line, scan conversion determines which
pixels on the line's path should be turned on to create the appearance
of a continuous line. Similarly, for polygons or circles, the scan
conversion process decides which pixels lie inside the shape, and those
pixels are activated.

**Bresenham's Line Drawing Algorithm (for slope m > 1):**

Bresenham's line drawing algorithm is used to draw lines on a raster


display efficiently. When the slope (m) of the line is greater than 1, the
algorithm is adapted to handle this scenario. Below are the steps of
Bresenham's algorithm for \(m > 1\):

1. **Input:** Given the coordinates of the two endpoints \((x_1, y_1)\)


and \((x_2, y_2)\).

2. **Calculate Initial Decision Parameter:** Compute the initial


decision parameter \(P_0 = 2\Delta y - \Delta x\), where \(\Delta x =
x_2 - x_1\) and \(\Delta y = y_2 - y_1\).
3. **Algorithm Steps:**
- For each x from \(x_1\) to \(x_2\):
- If \(P_k < 0\), choose the pixel above the line: \(P_{k+1} = P_k +
2\Delta y\).
- If \(P_k \geq 0\), choose the pixel above and to the right: \(P_{k+1}
= P_k + 2\Delta y - 2\Delta x\).

The decision parameter is used to decide which pixel to plot at each


step. The algorithm efficiently determines the points on the line with
the help of integer calculations, making it suitable for implementation
in systems with limited computational resources.

This algorithm is particularly useful for drawing lines on a raster display


where floating-point arithmetic may be computationally expensive, and
integer operations are preferred for efficiency.
QUE 4. Explain in brief RGB, CMY, and HSV Color Models:
- **RGB (Red, Green, Blue):** Additive color model where colors are
created by combining different intensities of red, green, and blue light.
It is commonly used in electronic displays like monitors and TVs.
- **CMY (Cyan, Magenta, Yellow):** Subtractive color model used in
color printing. Colors are created by subtracting different proportions
of cyan, magenta, and yellow pigments.
- **HSV (Hue, Saturation, Value):** Represents colors based on their
perceptual attributes. Hue is the type of color, saturation is the
intensity, and value represents the brightness.
QUE .5 Draw a circle having radius r = 10, using mid-point circle
generation algorithm.

The midpoint circle generation algorithm is used to draw a circle on a


raster display. Given a center (h, k) and radius r, the algorithm uses a
decision parameter to determine the pixels to plot on each iteration.
The midpoint circle generation algorithm is used to draw a circle on a
raster display. The algorithm is based on evaluating the decision
parameter to determine the pixels to be illuminated. Here is the step-
by-step process to draw a circle with a radius of 10 using the midpoint
circle generation algorithm:
1. **Initialize Variables:**
- Set the radius \(r = 10\).
- Set the center of the circle \((h, k)\) at the desired position.

2. **Calculate Initial Decision Parameter:**


- Initialize the decision parameter \(P\) to \((5 - r)\) where \(P = 1 - r\).

3. **Plot Initial Pixel:**


- Plot the initial pixel at \((x, y) = (0, r)\), where \(x\) and \(y\) are the
pixel coordinates.

4. **Midpoint Circle Generation Algorithm:**


- For each value of \(x\) from 0 to \(r/\sqrt{2}\) (for a full circle, you
can stop when \(x \leq y\)):
- If \(P < 0\), choose the pixel above the midpoint: \(P = P + 2x + 3\).
- If \(P \geq 0\), choose the pixel above and to the left of the
midpoint: \(P = P + 2x - 2y + 5\).
- Increment \(y\) and continue the process.
5. **Symmetry:**
- Utilize the symmetry of the circle to plot pixels in other octants.

Below is a simple representation of the midpoint circle generation


algorithm in pseudocode:

```plaintext
function drawCircle(centerX, centerY, radius):
x=0
y = radius
P = 1 - radius

// Plot initial pixel


plotPixel(centerX, centerY, x, y)

// Midpoint circle generation algorithm


while (x <= y):
x=x+1
if (P < 0):
P = P + 2*x + 1
else:
y=y-1
P = P + 2*x - 2*y + 1

// Symmetry points
plotPixel(centerX, centerY, x, y)
plotPixel(centerX, centerY, -x, y)
plotPixel(centerX, centerY, x, -y)
plotPixel(centerX, centerY, -x, -y)
plotPixel(centerX, centerY, y, x)
plotPixel(centerX, centerY, -y, x)
plotPixel(centerX, centerY, y, -x)
plotPixel(centerX, centerY, -y, -x)
```

In this pseudocode, `plotPixel(centerX, centerY, x, y)` represents the


function to plot a pixel at the specified coordinates on the circle.
QUE 6. Write Short Notes on
- **(a) Cathode Ray Tube (CRT):

** CRT is a vacuum tube that uses an electron beam to display images


on a phosphorescent screen. It has been widely used in older computer
monitors and televisions.
**Cathode Ray Tube (CRT):**

A Cathode Ray Tube (CRT) is a vacuum tube technology that was widely
used in older computer monitors and television displays. It operates
based on the principles of electron beams and phosphorescence to
create visual images on a screen.

**Components and Working:**


1. **Electron Gun:** The CRT contains an electron gun at the back of
the tube. This gun emits a stream of electrons.

2. **Electron Beam Deflection:** The electron beam is directed by


electric and magnetic fields, allowing it to move horizontally and
vertically across the screen.

3. **Phosphorescent Screen:** The front of the CRT is coated with a


phosphorescent material. When struck by the electron beam, this
material emits light.

4. **Pixel Formation:** By controlling the intensity and positioning of


the electron beam, the CRT creates a series of dots (pixels) on the
phosphorescent screen.

**Key Characteristics:**
1. **Refresh Rate:** CRTs use a raster-scan method, refreshing the
entire screen multiple times per second. The refresh rate is typically
measured in Hertz (Hz).

2. **Resolution:** CRTs can support a variety of resolutions, though


they are bulkier and heavier at higher resolutions.

3. **Color:** Color CRTs use a shadow mask or aperture grille to create


different colors by combining red, green, and blue phosphors.

4. **Response Time:** CRTs have fast response times, making them


suitable for fast-motion content.

**Advantages:**

- **Color Accuracy:** CRTs are capable of displaying vibrant and


accurate colors.
- **High Contrast:** They can achieve high contrast ratios.
- **Fast Refresh Rates:** CRTs can handle fast motion without
significant motion blur.
**Disadvantages:**

- **Size and Weight:** CRTs are bulky and heavy compared to modern
display technologies.
- **Energy Consumption:** CRTs consume more power than newer
technologies.
- **Screen Flicker:** The refresh rate can cause flickering, which may
cause eye strain.

**Legacy:**

Although CRTs have largely been replaced by flat-panel displays like


LCDs and LEDs, they were a staple in the electronics industry for
decades. Their historical significance lies in being the primary display
technology for televisions and computer monitors until the late 20th
century. While largely obsolete now, their contributions to the
evolution of display technology remain noteworthy.
- **(b) Anti-aliasing Technique:**

Anti-aliasing is a method to reduce visual artifacts such as jagged edges


in computer graphics. It involves smoothing or blending pixel colors
along the edges to create a more visually pleasing appearance.
Techniques include supersampling, multisampling, and post-processing
methods.
**Anti-aliasing Technique:**

**Definition:**
Anti-aliasing is a technique used in computer graphics to minimize
visual artifacts, such as jagged edges or aliasing, that can occur when
displaying or rendering images. The goal of anti-aliasing is to reduce
the stair-stepped appearance of diagonal or curved lines, creating a
smoother and more visually pleasing representation.

**How it Works:**
The aliasing effect occurs when high-frequency components in an
image, such as sharp edges, are not accurately represented due to the
discrete nature of digital displays. Anti-aliasing works by blending the
colors of pixels along the edges to simulate the effect of higher
resolution, producing a smoother transition between foreground and
background or between different colors.

There are several techniques used for anti-aliasing, including:

1. **Supersampling:** Involves rendering the image at a higher


resolution and then downsampling to the display resolution. This
results in a more accurate representation of the image.

2. **Multisampling:** Focuses on sampling multiple points within each


pixel and averaging the results. This helps in smoothing out jagged
edges while being computationally more efficient than supersampling.

3. **Subpixel Rendering:** Takes advantage of the fact that pixels on


modern displays are composed of multiple subpixels (red, green, and
blue). By adjusting the intensity of subpixels, anti-aliasing can be
achieved without significantly affecting overall pixel brightness.
4. **Fast Approximate Anti-aliasing (FXAA):** A post-processing
algorithm that is applied after the image has been rendered. It analyzes
the image and applies smoothing selectively to edges and high-contrast
areas.

**Benefits:**
- Improved visual quality by reducing jagged edges and aliasing
artifacts.
- Enhanced realism in computer graphics, especially in scenes with fine
details and high-contrast boundaries.
- Better representation of curved or diagonal lines, resulting in a more
natural and visually pleasing appearance.

**Drawbacks:**
- Anti-aliasing techniques may introduce a slight blurring effect, which
can impact the overall sharpness of the image.
- Depending on the method used, anti-aliasing can be computationally
expensive, affecting real-time graphics performance.

**Applications:**
Anti-aliasing is commonly used in various graphical applications,
including video games, computer-aided design (CAD), digital imaging,
and multimedia content creation. It plays a crucial role in creating high-
quality visuals and improving the overall user experience in graphical
interfaces.

QUE 7 Write short note on —

(a) Shadow •mask technique

(b) Beam penetration technique

**(a) Shadow Mask Technique:**


The Shadow Mask Technique is a method used in color
cathode-ray tube (CRT) displays to generate color images.
This technique is commonly employed in traditional CRT-
based televisions and computer monitors. The shadow mask
is a perforated metal sheet positioned just behind the
phosphor-coated screen of the CRT. The primary purpose of
the shadow mask is to ensure that the electron beams strike
only the appropriate phosphor dots to produce the desired
color.

**Key Points:**

1. **Color Formation:** The CRT screen is coated with


phosphors that emit red, green, or blue light when struck by
electron beams. The shadow mask has tiny holes (apertures)
aligned with these phosphor dots.
2. **Aperture Arrangement:** The apertures in the shadow
mask are arranged in a precise pattern. Each group of three
apertures corresponds to a set of red, green, and blue
phosphor dots forming a pixel.

3. **Electron Beams:** Three electron beams (for red,


green, and blue) are generated at the back of the CRT and
directed towards the phosphor-coated screen.

4. **Masking Effect:** The shadow mask prevents each


electron beam from reaching phosphor dots of the wrong
color. As a result, when the beams hit the screen, they only
illuminate the intended phosphor dots, creating the desired
color.
5. **Color Mixing:** Through the additive color mixing of
red, green, and blue light, various colors are produced on the
screen. By varying the intensity of each electron beam, a
wide range of colors can be displayed.

The shadow mask technique was widely used in CRT


displays, providing a practical solution for generating color
images before the advent of newer display technologies like
liquid crystal displays (LCDs) and light-emitting diode (LED)
displays.

**(b) Beam Penetration Technique:**

The Beam Penetration Technique is a method employed in


the manufacturing of color cathode-ray tube (CRT) displays,
specifically in the context of color television tubes. This
technique aims to ensure accurate color reproduction by
addressing issues related to beam penetration and
unwanted interactions between different color components.

**Key Points:**

1. **Color Phosphor Layers:** In a color CRT, the screen is


coated with phosphor layers corresponding to different
colors, such as red, green, and blue.

2. **Electron Beams:** Three electron beams (for red,


green, and blue) are generated at the back of the CRT and
directed towards the phosphor-coated screen.

3. **Penetration of Electron Beams:** Due to the nature of


electron beams, there can be some penetration of the
beams through one phosphor layer, affecting the layers
below.

4. **Beam Energy and Interaction:** The Beam Penetration


Technique addresses the issue of beam penetration by
adjusting the energy levels of the electron beams. The goal is
to minimize the unwanted interaction between the beams
and ensure that each beam predominantly excites its
corresponding phosphor layer.

5. **Color Separation:** By carefully controlling the


penetration depth of each electron beam, the color
separation is maintained, preventing color bleeding or
interference between adjacent phosphor layers.
6. **Improved Color Accuracy:** The technique contributes
to improved color accuracy and image quality in color CRT
displays.

While the Beam Penetration Technique was relevant in the era of CRT
displays, modern display technologies, such as LCDs and LEDs, have
largely replaced CRTs due to their superior performance, slim form
factors, and energy efficiency.

======================PART C ====================

QUE 1 What is Homogeneous Coordinate? Discuss the composite

transformation matrices for two successive translation and scaling.


**Homogeneous Coordinates:**

Homogeneous coordinates are a mathematical representation used in


computer graphics and computer vision to extend the Euclidean
coordinate system. The key idea behind homogeneous coordinates is to
represent points in the Cartesian plane or in three-dimensional space
using an additional coordinate, usually denoted as "w" (not to be
confused with width). A point in homogeneous coordinates is denoted
as (x, y, w) for 2D or (x, y, z, w) for 3D.

In 2D, homogeneous coordinates allow for the representation of points


at infinity, and in 3D, they facilitate operations such as translation and
perspective projection. The homogeneous coordinates of a point (x, y)
in 2D can be obtained by appending a third coordinate w, resulting in
(x, y, w), where w is typically set to 1. In 3D, a similar approach is used
with the addition of the fourth coordinate w.

Homogeneous coordinates are particularly useful in transformations, as


they allow for the representation of translation as matrix
multiplication, making it easier to handle various transformations using
matrices.
**Composite Transformation Matrices for Two Successive Translation
and Scaling:**

When performing multiple transformations on an object, the individual


transformation matrices can be combined into a single composite
transformation matrix. Here, let's discuss the composite transformation
matrices for two successive translation and scaling transformations.

**1. Two Successive Translations (T1 and T2):**

Let \(T1\) be a translation matrix for translating by \((dx1, dy1)\) and


\(T2\) be a translation matrix for translating by \((dx2, dy2)\). The
composite transformation matrix \(T_{\text{composite}}\) for the two
successive translations is obtained by multiplying the individual
matrices:

\[ T_{\text{composite}} = T2 \times T1 \]

The order of multiplication matters, and the result will be a single


matrix representing the combined effect of both translations.
**(II) Two Successive Scalings (S1 and S2):**

Let \(S1\) be a scaling matrix for scaling by factors \(s_{x1}\) and


\(s_{y1}\), and \(S2\) be a scaling matrix for scaling by factors \(s_{x2}\)
and \(s_{y2}\). The composite transformation matrix
\(S_{\text{composite}}\) for the two successive scalings is obtained by
multiplying the individual matrices:

\[ S_{\text{composite}} = S2 \times S1 \]

Again, the order of multiplication is crucial, and the resulting matrix


represents the combined effect of both scalings.

**3. Translation Followed by Scaling (T followed by S):**

When translating and then scaling, the composite transformation


matrix \(M_{\text{composite}}\) is obtained by multiplying the
translation matrix \(T\) by the scaling matrix \(S\):
\[ M_{\text{composite}} = S \times T \]

The order of transformation matters, and this sequence will first


translate the object and then scale it.

**4. Scaling Followed by Translation (S followed by T):**

Similarly, when scaling and then translating, the composite


transformation matrix \(M_{\text{composite}}\) is obtained by
multiplying the scaling matrix \(S\) by the translation matrix \(T\):

\[ M_{\text{composite}} = T \times S \]

Again, the order is crucial, and this sequence will first scale the object
and then translate it.

QUE 2 Q.2 Describe different types of parallel projection


used in computer graphics,
Parallel projection is a type of projection in computer
graphics that preserves parallel lines, making it suitable for
representing architectural and engineering drawings. Unlike
perspective projection, where parallel lines converge at a
vanishing point, parallel projection maintains the same angle
between lines, regardless of their distance from the viewer.
There are two main types of parallel projection used in
computer graphics:

**1. Orthographic Projection:**


- **Definition:** In orthographic projection, the projection
lines are perpendicular to the projection plane. This means
that lines that are parallel in the 3D space remain parallel in
the 2D projection.

- **Properties:**
- No foreshortening: Objects are represented at their true
size regardless of their distance from the viewer.
- All parallel lines in 3D remain parallel in the 2D
projection.
- Lack of depth perception: Orthographic projections do
not convey a sense of depth, making them suitable for
technical drawings and architectural plans.
- **Types of Orthographic Projection:**
- **Multiview Orthographic Projection:** In multiview
orthographic projection, an object is viewed from different
directions to represent it accurately in two dimensions.
Common views include top, front, and side views.

**2. Oblique Projection:**


- **Definition:** Oblique projection is a type of parallel
projection where the projectors are not perpendicular to the
projection plane. It introduces foreshortening to convey
depth in the projection.
- **Properties:**
- Lines perpendicular to the projection plane remain
unaltered, while other lines are foreshortened.
- Depth is represented by scaling the length of lines based
on their distance from the viewer.
- Simplicity: Easier to create than perspective projections,
making it suitable for certain technical illustrations.
- **Types of Oblique Projection:**
- **Cavalier Projection:** In cavalier projection, one of
the three axes is drawn to scale, and the other two are
foreshortened by a fixed factor (usually 0.5). This results in a
somewhat distorted representation of the object.
- **Cabinet Projection:** Similar to cavalier projection,
but the foreshortening factor is reduced to provide a more
realistic appearance. The foreshortening factor is typically
set to 0.7071 (cosine of 45 degrees).

Each type of parallel projection has its own advantages and


use cases. Orthographic projections are often used for
technical drawings and engineering designs, while oblique
projections may find application in certain types of
illustrations and presentations where a sense of depth is
desired without the complexity of perspective projection.

=========================================================

QUE 3 What is Animation? What are the challenges faced in its

implementation? Write the steps in generation of animation.

**Animation:**
Animation is a dynamic medium that involves the creation of moving
images through a sequence of frames or pictures. It is a visual art form
that brings static images to life, creating the illusion of motion.
Animation can be produced using various techniques, including
traditional hand-drawn animation, computer-generated imagery (CGI),
stop-motion, and more. It is widely used in entertainment, education,
simulations, advertising, and other fields to convey information, tell
stories, and engage audiences.

**Challenges in Animation Implementation:**

1. **Complexity of Software:** Animation often requires specialized


software tools that can have a steep learning curve. Mastering these
tools and understanding their features can be challenging.

2. **Resource Intensity:** Creating high-quality animations, especially


in 3D, can be resource-intensive. It demands powerful hardware,
sufficient storage, and often extensive rendering times.

3. **Time-Consuming:** Animation is a time-consuming process,


involving the creation of multiple frames to generate smooth motion.
Patience and attention to detail are essential.
4. **Storytelling and Creativity:** Crafting compelling stories and
characters is a challenge in animation. It requires creativity, a deep
understanding of narrative principles, and the ability to evoke emotions
through visuals.

5. **Technical Challenges:** Technical challenges include handling


complex rigging and character animation, managing lighting and
shading for realistic effects, and dealing with physics and dynamics for
natural movement.

**Steps in the Generation of Animation:**

The process of generating animation involves several key steps:

1. **Concept and Storyboarding:**


- Define the concept and narrative for the animation.
- Create a storyboard outlining key scenes and transitions.

2. **Design and Art Direction:**


- Develop the visual style, characters, and backgrounds.
- Establish the overall art direction and aesthetics.

3. **Modeling (for 3D Animation):**


- Create 3D models of characters and environments.
- Define the geometry, texture, and appearance.

4. **Rigging (for 3D Animation):**


- Set up a skeleton (rig) for characters, defining how they move.
- Establish controls for animators to manipulate.

5. **Keyframing:**
- Define key poses and movements at specific frames.
- Keyframes serve as the foundation for the animation.

6. **Inbetweening:**
- Fill in the frames between keyframes to achieve smooth motion.
- Ensure a natural and fluid progression of movement.
7. **Timing and Spacing:**
- Adjust the timing of keyframes to control the speed of animation.
- Refine spacing to control the distance and speed of movement.

8. **Texturing and Shading:**


- Apply textures and shaders to add surface details and visual
richness.
- Manage lighting to create a realistic or stylized look.

9. **Rendering:**
- Generate the final frames of the animation.
- Rendering involves processing the scenes to create the images that
will make up the animation.

10. **Post-Production:**
- Add special effects, color correction, and any additional visual
enhancements.
- Integrate sound effects, music, and dialogue.
11. **Review and Iteration:**
- Review the animation and make necessary revisions.
- Iteratively refine the animation based on feedback.

12. **Final Output:**


- Produce the final animation in the desired format.
- Distribute or showcase the animation as needed.

Each step in this process requires skill, creativity, and attention to detail
to produce a visually appealing and engaging animation.

QUE 4 Use Cohen-Sutherland line clipping algorithm .to find the


visible portion of the line
P(40, 80), Q(120, 30) inside the window, the window is

defined as ABCD — A(20, 20), B(60, 20), C(60, 40) and D(20,

40)
The Cohen-Sutherland line clipping algorithm is used to

determine the visible portion of a line segment within a

given window. The window is defined by its boundaries, and

the line segment is clipped so that only the visible portion

within the window is retained.

Here, I'll walk you through the steps of applying the Cohen-

Sutherland algorithm to find the visible portion of the line

segment PQ inside the window ABCD.


**Given:**

- Window coordinates: A(20, 20), B(60, 20), C(60, 40), D(20,

40)

- Line coordinates: P(40, 80), Q(120, 30)

**Step 1: Determine the Region Codes for P and Q:**

Assign region codes to P and Q based on their positions

relative to the window boundaries. The region codes are

binary values representing whether the point is to the left,

right, above, or below the window.


- P(40, 80): Region code = 0010 (To the right of the window)

- Q(120, 30): Region code = 1000 (To the left of the window)

**Step 2: Check for Trivial Acceptance or Rejection:**

If both region codes are 0000 (inside the window), the line

is entirely inside and accepted. If the bitwise AND of the

region codes is not 0000, the line is entirely outside and

rejected. In this case, the line is partially inside and partially

outside.
- P and Q bitwise AND: 0010 & 1000 = 0000 (not equal to

0000), so the line is partially inside and partially outside.

**Step 3: Clip the Line:**

Perform clipping to find the visible portion of the line.

- Check if the line crosses the left boundary (x < 20): Adjust

the line segment to intersect the left boundary.

- Calculate the new y-coordinate for P: \(y' = y + m \times

(x - x_1)\)

- Set the new coordinates for P as (20, \(y'\)).


- Check if the line crosses the right boundary (x > 60): Adjust

the line segment to intersect the right boundary.

- Calculate the new y-coordinate for Q: \(y' = y + m \times

(x - x_2)\)

- Set the new coordinates for Q as (60, \(y'\)).

**Updated Line Coordinates after Clipping:**

- Updated P(20, \(y'\))

- Updated Q(60, \(y'\))


Now, the line segment PQ is clipped to the visible portion

inside the window. The specific value of \(y'\) can be

calculated based on the slope of the original line segment.

QUE 5 Explain the followings —

(a) Diffuse reflection and Specular reflection

(b) Phong shading

(c) Ray tracing

(d) RGB and CMY colour model

**(a) Diffuse Reflection and Specular Reflection:**


**Diffuse Reflection:**

- Diffuse reflection occurs when light strikes a rough or matte

surface, and the reflected light scatters in various directions.

- The intensity of the reflected light is proportional to the cosine

of the angle between the incoming light and the surface normal.

- Diffuse reflection is responsible for the visual appearance of

non-shiny surfaces, such as paper, fabric, or unpolished wood.

- It is modeled using Lambert's Cosine Law in computer graphics

and contributes to the perceived brightness of a surface.


**Specular Reflection:**

- Specular reflection occurs on smooth, shiny surfaces where the

reflected light is predominantly in one direction.

- The intensity of specular reflection is stronger when the viewer

is aligned with the reflection direction, resulting in highlights.

- Specular reflection is prominent in materials like polished metal,

glass, and water surfaces.

- It is typically modeled using the Phong reflection model in

computer graphics, taking into account the viewer's position, light

source direction, and surface normals.


**(b) Phong Shading:**

Phong shading is a shading model in computer graphics

introduced by Bui Tuong Phong. It is used to simulate the

interaction of light with surfaces and provide a more realistic

representation of highlights and reflections. The Phong shading

model consists of three reflection components:


1. **Ambient Reflection:** Represents the constant background

light that is present everywhere. It is independent of the light

source or the viewer's position.

2. **Diffuse Reflection:** Models the scattering of light in various

directions on rough surfaces. It is proportional to the cosine of

the angle between the incoming light and the surface normal.

3. **Specular Reflection:** Models the shiny highlights on

smooth surfaces. The intensity of specular reflection depends on


the viewer's position, light source direction, and the surface

normal.

Phong shading calculates these reflection components at each

pixel, taking into account the material properties and the

interaction between light, surface, and viewer. This shading

model provides a more visually realistic representation of

surfaces compared to simpler shading models like Gouraud

shading.

**(c) Ray Tracing:**


Ray tracing is a rendering technique used in computer graphics to

simulate the way light interacts with objects in a scene. It traces

the path of rays of light as they travel through a scene, interacting

with surfaces, materials, and light sources. Ray tracing can

produce highly realistic images by simulating effects such as

reflections, refractions, shadows, and global illumination.

The basic steps of ray tracing include casting rays from the camera

through each pixel, determining intersections with objects in the

scene, calculating lighting and shading effects, and recursively


tracing additional rays for reflections and refractions. While ray

tracing is computationally intensive, it produces high-quality

images with realistic lighting and visual effects.

**(d) RGB and CMY:**

**RGB (Red, Green, Blue):**

- RGB is an additive color model used in electronic displays, such

as monitors, TVs, and screens.


- Colors are created by combining different intensities of red,

green, and blue light. The combination of full intensity of all three

colors produces white light.

- The RGB color model is widely used in digital imaging and

multimedia.

**CMY (Cyan, Magenta, Yellow):**

- CMY is a subtractive color model used in color printing.

- Colors are created by subtracting different proportions of cyan,

magenta, and yellow pigments. The absence of all three colors

results in black.
- The CMY model is commonly used in color printing processes,

and it complements the RGB model. In color printing, black (K) is

often added to the CMY model to improve color reproduction and

save ink. The combination is known as CMYK.

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