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Computer Graphics May June 2019 - 6 Watermark

Computer graphics notes

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0% found this document useful (0 votes)
17 views6 pages

Computer Graphics May June 2019 - 6 Watermark

Computer graphics notes

Uploaded by

urvashipriya2005
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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oe [This question papeT contains 6 printed pages-] Your Roll No... Sr. No. of Question Paper 2212 Ke Unique Paper Code : 32341602 Name of the Paper + Computer Graphics Name of the Course ; BSc. (A) Computer Se. Semester ; we Duration ; 3 Hours Maximum Marks : 18 fe our Roll Nowon the top immediately on receipt ompulsory- pur questions from Section B. question must be answered together. Section A 1. (a) What is the condition for trivial rejection of a line segment PQ with pos) & Qai,s) in Cohen Sutherland Line Clipping algorithm using rectangular window defined by vertices A(0,0), B(1,0). c(,1), and D(0,1)- @) p.T.0. 2212 (b) Consider @ Bezier Curve with end point Pi and p4inx direction a8 3 and 7 respectively: The two intermediate control points P2 being 5 and P3 being What will be the magnitude of starting tangent vector Ri and magnitude of ending R4 in x direction? @) 6 in x dire tangent vector (c) Suppose we have area that measures aspect ratio js 1: ction. screen. point? (i) Positive eleration in an animation scene? (iii) Constant accel scene? (e) Explain why a C’ color model. What does C, Y model represent? a video monitor with a display 12 inches across and 9.6 inches high. If the resolution is 1280 by 1024 and the 1, what is the diameter of each thie“pattern of frame spacing in acceleration in an animation @) eration ina an animation @) MY color model is & subtractive and M in this color @) rte 2212 3 (f) How can you compute the depth value Z(x,y) in z-buffer algorithm. Using incremental calculations find out the depth value Z(x+1, y) and z (x, y+1). G3) (g) Using homogeneous co-ordinates, write the transformation matrix in order to double the size of an object. Use overall Scaling. (3) (h) What is dithering? What is its advantage over half toning? @) (i) What is anti-aliasing? Give @ny two techniques to avoid alising in a line. (3) @) Consider, gle ABCD with A(S5,5), B(10,5), 0). Using Odd parity rule, Howing horizontal lines of drawn or not? ii) CD (3) (k) Indicate the next Taster positions which will be chosen by Bresenham’s line algorithm when sean converting a line from Screen co-ordinate (1, 1) to (3, 2). | (3) PEO. ———————-,S—‘“SC:‘—_eft! 2212 4 (l) State any two differences between parallel and perspective proj ection. (2) Section B 2. {a) Show that a 2D reflection through x axis, followed by a 2D reflection through the line y=x, is equivalent to a pure rotation about the origin. (@) (6) 3. @)D cular reflection ¢ a ata At using Phong specular tion model, (4) nt - gy four raster positions: (b) Using Sutherland Hodgeman polygon clipping algorithm, clip the triangle ABC with the vertices as A(10,17), BQ3,12), and C(3.8), against 4 rectangular window P(5,5), Q(15,5), RGS.15), and $(5,15).Give the co-ordinates of the clipped polygons. (6) ' 2212 5 \\ 4. (@) Consider a triangle ABC with vertices A(1,0), B(0,1), and C(-1,0). Reflect it about the line y=x followed by counter clockwise rotation of 90°, keeping point B fixed. Give the new co-ordinates of the triangle after transformation. (6) (b) A unit square is transformed by 2X2 transformation matrix. The resulting position vectors are as shown below. Give the transformation matrix applied to the unit square? 0286 0341 @ a of a RGB color model, Slors and pure colors. (4) (b) Differentiate’ een trimetric and isometric axonometric projections. (3) (c) List and explain the data Structures used in scan 4 line fill algorithm. @) 6. (a) Derive the Basis Matrix for parametric cubic Hermite Curves. Also, obtain its blending functions. (6) PTO, 2212 6 (b) Explain Warnock’s Area Sub Division algorithm for visible surface determination. Does it use edge coherence or area coherence? (5) 7, (a) Specify the rules to equalize the set of edges in key frames 4° and ‘k+1’ in an animation scene. Using these rules, transform a triangle into @ pentagon. (5) (b) Consider a triangle ABC with A(0,0), BGS,0) and (0,5). Apply single point perspective projection onto y=0 plane from centre of projection at 2. Also state the co-ordinates of the ! Fa (6) (1400)

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