Paper 2 (CG)
Paper 2 (CG)
PART-A
Marks: 3
Answer:
A Direct View Storage Tube (DVST) is a display device that can
store an image for a long time without refreshing.
1. Components:
• Electron gun: Projects a beam of electrons.
• Phosphor screen: Emits light where the electron beam hits.
• Storage mesh (dielectric layer): Captures and holds
charges.
2. Working:
• The electron beam is directed to specific points on the screen.
• The storage mesh captures the charges at these points.
• The charges hold the phosphor particles in an excited state,
displaying the image.
• The image stays visible without continuous refreshing.
3. Advantages:
• No flicker as it doesn’t require refreshing.
• Suitable for static images like graphs or blueprints.
Marks: 3
Answer:
1. Reflection along the x-axis:
R_x = \begin{bmatrix}
1 & 0 & 0 \\
0 & -1 & 0 \\
0&0&1
\end{bmatrix}
After multiplying:
R_y = \begin{bmatrix}
0 & -1 & 0 \\
1 & 0 & 0 \\
0&0&1
\end{bmatrix}
Marks: 3
Aspect Parallel Projection Perspective Projection
Definition The projection lines are parallel. The projection lines converge at a point.
Depth Perception No depth; objects appear flat. Depth is visible; objects farther appear
smaller.
Applications Used in engineering drawings. Used in 3D views, gaming, and realistic images.
Accuracy Maintains dimensions and proportions. Distorts dimensions to simulate realism.
Marks: 3
Answer:
Hypermedia message components refer to elements used to link
and present content interactively:
1. Text: Provides written information and links.
2. Images: Visuals enhance understanding and engagement.
3. Audio: Sound files such as narration or background music.
4. Video: Motion graphics for rich media content.
5. Hyperlinks: Links connecting to other media or pages.
Marks: 3
Answer:
The Bezier blending function for a degree-3 curve is given by:
B_i^3(t) = \binom{3}{i} (1 - t)^{3-i} t^i, \quad i = 0, 1, 2, 3
Where:
• \binom{3}{i} is the binomial coefficient.
• t is the parameter (0 ≤ t ≤ 1).
2. B_1^3(t) = 3t(1-t)^2
3. B_2^3(t) = 3t^2(1-t)
4. B_3^3(t) = t^3
PART-B
Marks: 7
Answer:
Bresenham’s Line Drawing Algorithm is used for raster line drawing
in graphics. It calculates the next pixel to plot efficiently.
1. Algorithm Steps:
• Initialize x, y to the starting point.
• Compute \Delta x and \Delta y (change in x and y).
• Calculate decision parameter P_0 = 2\Delta y - \Delta x .
Marks: 3
Aspect DDA Algorithm Bresenham Algorithm
Type Uses floating-point arithmetic. Uses integer arithmetic only.
Accuracy Prone to rounding errors. Accurate with no rounding issues.
Efficiency Slower due to calculations. Faster and more efficient.
Usage Used for simple calculations. Preferred in computer graphics.
PART-C
Marks: 7
Answer:
Window-to-viewport mapping transforms a part of the world
coordinate system (window) to device coordinates (viewport).
1. Concept:
• Window: The part of the scene to be viewed.
• Viewport: The area on the display device where the scene is
shown.
2. Formula for Mapping:
X_v = X_v^{min} + \frac{(X_w - X_w^{min}) (X_v^{max} - X_v^{min})}{X_w^{max} - X_w^{min}}
PART-C
Marks: 3
Answer:
To perform transformations, we need rotation matrices.
1. Rotation about x-axis by -90°:
The rotation matrix for x-axis:
R_x = \begin{bmatrix}
1 & 0 & 0 \\
0 & \cos(-90^\circ) & -\sin(-90^\circ) \\
0 & \sin(-90^\circ) & \cos(-90^\circ)
\end{bmatrix}
R_x = \begin{bmatrix}
1 & 0 & 0 \\
0 & 0 & 1 \\
0 & -1 & 0
\end{bmatrix}
R_y = \begin{bmatrix}
0 & 0 & 1 \\
0 & 1 & 0 \\
-1 & 0 & 0
\end{bmatrix}
Marks: 7
Answer:
1. Bezier Curve Definition:
A Bezier curve is a parametric curve used in computer graphics and
animations to create smooth curves.
2. Properties of Bezier Curve:
• The curve starts and ends at the first and last control points.
• It is contained within the convex hull of its control points.
• The degree of the curve depends on the number of control
points (n-1).
• Smoothness and shape depend on the control points.
3. Equation of Bezier Curve (Degree 3):
The general form:
B(t) = \sum_{i=0}^n \binom{n}{i} (1-t)^{n-i} t^i P_i
For a degree-3 curve with control points P_0 = (0,0) , P_1 = (-2,1) , P_2 = (7,5) ,
P_3 = (2,0) :
B(t) = (1-t)^3 P_0 + 3(1-t)^2 t P_1 + 3(1-t)t^2 P_2 + t^3 P_3
Marks: 5
Answer:
1. Back Face Detection Method:
• It is used in 3D graphics to identify and remove the faces of an
object that are not visible to the viewer.
• These faces are called back faces.
2. Working:
• Calculate the normal vector of a face.
• Compute the dot product of the normal vector with the view
vector.
• If the result is negative, the face is a back face.
3. Advantages:
• Reduces the number of polygons to be processed.
• Improves rendering efficiency.
4. Disadvantages:
• Assumes a closed object (no gaps).
• Does not work well with transparent surfaces.
Marks: 5
Answer:
1. Illumination:
• Illumination refers to the lighting of surfaces in a 3D scene to
simulate realism.
2. Gouraud Shading Algorithm:
• It is a technique used for smooth shading across a surface.
• Steps:
• Calculate intensity at each vertex using the lighting
model.
• Perform linear interpolation of intensities across
edges.
• Interpolate intensity within the polygon.
3. Advantages:
• Smooth appearance for curved surfaces.
• Less computation compared to Phong shading.
4. Disadvantages:
• May cause Mach band effect (artifacts).
• Does not handle specular highlights well.
Marks: 8
Answer:
1. Multimedia Databases:
• A multimedia database stores text, audio, video, and image
data.
• It allows for efficient storage, retrieval, and management of
multimedia content.
2. Animation in 3D:
• Keyframing: Set key positions at specific frames, and
software generates intermediate frames.
• Morphing: Gradual transformation of one shape to another.
• Motion Capture: Recording real-world movements and
mapping them to 3D characters.
3. Special Effects:
• Particle Systems: Used for fire, smoke, or explosions.
• Lighting Effects: Creating shadows, reflections, and
highlights.
• Rendering: Techniques like ray tracing and rasterization for
realistic visuals.
Marks: 6
Answer:
1. JPEG Compression:
• JPEG (Joint Photographic Experts Group) is a lossy compression
technique for images.
2. Steps:
• Color Space Conversion: Convert RGB to YCbCr color space.
• Block Division: Divide the image into 8x8 pixel blocks.
• Discrete Cosine Transform (DCT): Converts spatial data
into frequency data.
• Quantization: Reduce less significant frequency components.
• Encoding: Use run-length and Huffman encoding for
compression.
3. Advantages:
• Reduces file size significantly.
• Suitable for photographs and web applications.
4. Disadvantages:
• Loss of quality due to compression.
• Not ideal for text or sharp edges.
Q5(C): Describe the design approaches, issues, and
types of authoring tools with required diagrams.
Marks: 6
Answer:
1. Design Approaches:
• Top-Down Design: Start with a general overview and refine
details.
• Bottom-Up Design: Build components and combine them
into a system.
2. Issues:
• User-friendliness, compatibility, cost, and learning curve.
3. Types of Authoring Tools:
• Card-Based Tools: Use cards/pages for navigation (e.g.,
HyperCard).
• Icon-Based Tools: Use icons for multimedia organization
(e.g., Authorware).
• Time-Based Tools: Allow animation sequencing over time
(e.g., Adobe Animate).