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CG Only Theory

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0% found this document useful (0 votes)
14 views5 pages

CG Only Theory

Uploaded by

omkar kudale
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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Q1) a) Explain the following terms:

Persistence: Time a pixel stays lit after being drawn.


Resolution: Number of pixels on the screen, determines image
clarity.
Aspect Ratio: Ratio of screen width to height (e.g., 16:9).
Pixel: Smallest unit of an image on the screen.

Refresh Buffer: Memory that stores the image before it’s displayed.

b) Discuss the significance of OpenGL Pipeline and OpenGL Libraries

• OpenGL Pipeline: The OpenGL pipeline is the process that turns


your code into images on the screen. It handles things like
shading, lighting, and transforming 3D models into 2D images.
The pipeline works step by step, ensuring that your 3D scene is
correctly transformed, colored, and rendered onto your screen.

• OpenGL Libraries: OpenGL provides libraries that help


programmers work with graphics. These libraries have functions
for tasks like drawing shapes, handling colors, textures, and
creating animations. OpenGL simplifies creating graphics
without having to write all the complex code from scratch.

Q2) a) Discuss any five applications of Computer Graphics

1. Video Games: Used for rendering real-time images, characters,


and environments in video games.
2. Movies and Animation: Graphics create special effects and
animated characters in films.
3. CAD (Computer-Aided Design): Used by engineers and
architects to design products, buildings, and more.
4. Medical Imaging: Used in technologies like MRIs and CT scans to
visualize the human body.
5. Virtual Reality (VR): Creates immersive environments that users
can interact with in a simulated world.

b) Differentiate between Raster Scan and Random Scan

Q)Compare Flood fill and Boundary fill algorithm.


Q)Define the terms: color depth, scan conversion refresh rate.
pixel.

1. Color Depth

Color depth is the number of bits used to represent the color of a single pixel. It
determines how many colors can be displayed. For example:

• 1-bit: 2 colors (black and white)


• 8-bit: 256 colors
• 24-bit: 16.7 million colors (true color)

2. Scan Conversion

Scan conversion is the process of converting geometric shapes into pixels on a


screen. It determines which pixels should be turned on to accurately represent
shapes like lines and circles.

3. Refresh Rate

Refresh rate is the number of times a display updates its image per second,
measured in hertz (Hz). For example, a refresh rate of 60 Hz means the image is
refreshed 60 times per second.

4. Pixel

A pixel is the smallest unit of a digital image or display. It represents a single


point of color, and many pixels combine to form a complete image.

Q)Define the terms: resolution, aspect ratio, frame buffer, refresh


rate.

1. Resolution

Resolution: The number of pixels in an image or display, expressed as width x


height (e.g., 1920x1080).

2. Aspect Ratio
Aspect Ratio: The ratio of width to height of a display or image (e.g., 16:9 for
widescreen).

3. Frame Buffer

Frame Buffer: A memory area that stores pixel data for an image before it is
displayed on the screen.

4. Refresh Rate

Refresh Rate: The number of times per second a display updates its image,
measured in hertz (Hz) (e.g., 60 Hz).

Q)Describe OpenGL architecture with block diagram in detail.

Components of OpenGL Architecture

1. Application Layer:
o This is where developers write application code using the OpenGL API to
generate graphics commands.
2. OpenGL API:
o The core interface that processes commands from the application, providing
functions for drawing shapes, handling textures, and managing shaders.
3. State Machine:
o OpenGL maintains various states (like color and depth) that affect rendering.
Commands change these states to influence how graphics are drawn.
4. Graphics Pipeline:
o A series of steps to convert 3D objects into a 2D image:
▪ Vertex Processing: Transforms 3D coordinates to 2D.
▪ Primitive Assembly: Groups vertices into shapes.
▪ Rasterization: Converts shapes into fragments (potential pixels).
▪ Fragment Processing: Determines color and depth for each fragment.
▪ Output Merging: Combines fragments into the final image.

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