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Graphics CIA 2

The document covers various concepts in computer graphics, including region codes, viewpoints, graphical user interfaces (GUIs), types of projections, and depth cueing. It explains techniques such as polygon clipping, visible surface detection methods, and composite transformations, both in 2D and 3D. Additionally, it details the Z-buffer method for rendering and compares object space and image space methods in terms of their characteristics and applications.

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Ruchita Maaran
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0% found this document useful (0 votes)
14 views10 pages

Graphics CIA 2

The document covers various concepts in computer graphics, including region codes, viewpoints, graphical user interfaces (GUIs), types of projections, and depth cueing. It explains techniques such as polygon clipping, visible surface detection methods, and composite transformations, both in 2D and 3D. Additionally, it details the Z-buffer method for rendering and compares object space and image space methods in terms of their characteristics and applications.

Uploaded by

Ruchita Maaran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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2 MARKS:

1. Define region code?


Ans: In computer graphics, a region code is a four-digit binary code that identifies the
location of a point relative to the boundaries of a clipping rectangle.
Region codes are used in line clipping algorithms, which are techniques that enable
or disable rendering operations within a defined region.
Every region is assigned a 4-digit binary code, called region code that identifies a
region. The central region, called the clip window region, is identified with the region
code (0000). The region to the left is given a region code 0001.
2. What is the viewpoint?
Ans: In computer graphics, a viewpoint is a rectangular area on a display device
where an image is displayed. It's defined in normalized coordinates and can be used
to show an entire graph or just a portion of it.
In computer graphics, the viewpoint refers to the position and orientation of the virtual
camera or observer in a 3D scene. It determines how the scene is projected onto the
2D screen, affecting the perspective, size, and visibility of objects.
3. What is GUI (Graphical User Interface)?
Ans: A graphical user interface (GUI) is a user-friendly way to interact with a
computer system using visual elements instead of text-based commands. GUIs use
icons, menus, buttons, and other visual elements to control and display information.
It refers to an interface that allows one to interact with electronic devices like
computers and tablets through graphic elements. It uses icons, menus, and other
graphical representations to display information, as opposed to text-based
commands. The graphic elements enable users to give commands to the computer
and select functions by using the mouse or other input devices.
4. What are the types of Projection?
Ans: When geometric objects are formed by the intersection of lines with a plane, the
plane is called the projection plane and the lines are called projections.
Types of Projections:
1. Parallel projections
2. Perspective projections
5. Define cutaway view?
Ans: A cutaway view is a 3D graphics technique that shows the internal structure of
an object by selectively removing surface elements.
Cutaway views are commonly used in mechanical drawings to explain how
something works, highlight details, or reveal hidden parts. In computer graphics,
cutaway views can be used to show the internal structure and relationship of an
object's parts.
6. Briefly explain about Classification of visible surface
detection method?
Ans: Visible surface detection (VSD) algorithms are classified into two types based
on whether they work with the object's definitions or its projected images:
 Object-space methods: Work directly with object definitions
 Image-space methods: Work with the object's projected images
The Object-space method is implemented in physical coordinate system and image-
space method is implemented in screen coordinate system.
7. What are the types of coherence?
Ans: Types of Coherence
1. Edge coherence
2. Object coherence
3. Face coherence
4. Area coherence
5. Depth coherence
6. Scan line coherence
7. Frame coherence
8. Implied edge coherence
9. Span coherence
10. Spatial coherence
11. Temporal coherence
12. Image coherence
13. Ray coherence, ray tree coherence
8. Define homogeneous coordinate?
Ans: Homogeneous coordinates are a mathematical representation of geometric
elements in a projective space that uses a four-dimensional space to represent 3D
objects:
 Definition
Homogeneous coordinates are a four-element column vector that includes three
coordinates and a scale factor, w.
 Example
In a LiDAR to camera point projection, homogeneous coordinates simplify the
notation used to express the projection.
Homogeneous coordinates are also known as 4D coordinates.
9. Define composite transformation?
Ans: In computer graphics, a composite transformation is a single operation that
combines multiple basic transformations, such as rotation, scaling, translation, and
shearing. This technique simplifies the manipulation of graphical objects by
consolidating complex sequences of operations into a single composite
transformation.
A composite transformation is when two or more transformations are performed on a
figure (called the preimage) to produce a new figure (called the image).
A number of transformations or sequence of transformations can be combined into
single one called as composition. The resulting matrix is called as composite matrix.
The process of combining is called as concatenation.
10. Define Depth cueing?
Ans: Depth cueing is a tool in computer graphics that fades lines and shading to
communicate depth in elevations and sections. It's available in Architectural and
Coordination discipline views in Autodesk programs.
Depth cueing can help architects visualize their elevations and sections by:
 Showing what elements are closest to the front of the view and what elements
are farthest away
 Making views more readable
 Communicating design intent more accurately
Depth cueing works with: shadows, realistic, hidden lines, sketchy lines, ambient
shadows, and anti-aliasing.
11. Define rendering?
Rendering in computer graphics is the process of generating a 2D or 3D image from
input data, such as a 3D model, using computer software. The goal of rendering is to
create a series of individual pixel-based frames or a video clip.
Rendering is used in many digital projects, including: video games, animated movies,
architectural designs, and static digital art.
There are two main types of rendering: real-time and offline.
12. Define parallel projection?
Ans: Parallel Projection use to display picture in its true shape and size. When
projectors are perpendicular to view plane then is called orthographic projection.
The parallel projection is formed by extending parallel lines from each vertex on the
object until they intersect the plane of the screen. The point of intersection is the
projection of vertex.
Parallel projections are used by architects and engineers for creating working
drawing of the object, for complete representations require two or more views of an
object using different planes.
13. Define polygon clipping?
Ans: Polygon clipping is the process of cutting off parts of a polygon that lie outside a
given boundary. For example, if you have a triangle that extends beyond the edges of
a window, polygon clipping is the operation that trims the triangle to fit inside the
window. Polygon clipping can be used for rendering, clipping masks, and visibility
tests.
5 MARKS:
1. Explain about depth buffer Z-Buffer methods.
Ans: Z-Buffer Algorithm
Depth Buffer Z−Buffer
Method
This method is developed by Catmull. It is an image-space approach. The basic
idea is to test the Z depth of each surface to determine the closest visible surface.
In this method each surface is processed separately one pixel position at a time
across the surface.
The depth values for a pixel are compared and the closest smallest z surface
determines the color to be displayed in the frame buffer.
It is applied very efficiently on surfaces of polygon. Surfaces can be processed in
any order. To override the closer polygons from the far ones, two buffers named
frame buffer and depth buffer, are used.
Depth buffer is used to store depth values for x,y position, as surfaces are
processed 0≤depth≤1.
The frame buffer is used to store the intensity value of color value at each
position x,y.
The z-coordinates are usually normalized to the range [0, 1]. The 0 value for z-
coordinate indicates back clipping pane and 1 value for z-coordinates indicates
front clipping pane.
Algorithm
Step-1 − Set the buffer values −
Depthbuffer x,y
=0
Framebuffer x,y
= background color
Step-2 − Process each polygon Oneatatime
For each projected x,y
pixel position of a polygon, calculate depth z.
If Z > depthbuffer x,y
Compute surface color,
set depthbuffer x,y
= z,
framebuffer x,y
= surfacecolor x,y
Advantages:
 It is easy to implement.
 It reduces the speed problem if implemented in hardware.
 It processes one object at a time.
Disadvantages:
 It requires large memory.
 It is time consuming process.
2. Difference between object space and image space
method?
Ans: Differentiate between Object space and Image space method
Object Space Image Space
1. Image space is object based. It 1. It is a pixel-based method. It is
concentrates on geometrical concerned with the final image,
relation among objects in the what is visible within each raster
scene. pixel.
2. Here surface visibility is 2. Here line visibility or point
determined. visibility is determined.
3. It is performed at the precision 3. It is performed using the
with which each object is defined, resolution of the display device.
no resolution is considered.
4. Calculations are not based on 4. Calculations are resolution
the resolution of the display so base, so the change is difficult to
change of object can be easily adjust.
adjusted.
5. These were developed for 5. These are developed for raster
vector graphics system. devices.
6. Object-based algorithms 6. These operate on object data.
operate on continuous object data.
7. Vector display used for object 7. Raster systems used for image
method has large address space. space methods have limited
address space.
8. Object precision is used for 8. There are suitable for
application where speed is application where accuracy is
required. required.
9. It requires a lot of calculations if 9. Image can be enlarged without
the image is to enlarge. losing accuracy.
10. If the number of objects in the 10. In this method complexity
scene increases, computation time increase with the complexity of
also increases. visible parts.
3. Explain in detail about surface rendering?

Ans:
4. What is 2D transformation techniques. Explain about it .
Ans: 2D transformations are techniques used in computer graphics to change the
position, orientation, or size of objects in a 2D space. They are applied by using
mathematical operations on the coordinates of points or vertices.
Some common 2D transformation techniques include:
 Translation: Moves an object by adding offsets to its coordinates
 Rotation: Modifies an object's position by applying rotational matrices
 Scaling: Enlarges or shrinks an object by multiplying its coordinates
 Reflection: Mirrors an object across an axis by inverting one coordinate
 Shearing: Skews an object by adding its coordinates
2D transformations can be represented using matrices, and multiple transformations can
be applied in sequence to create more complex effects. For example, a combination of
translation, rotation, and scaling can be used to animate an object's movement.
Homogeneous coordinates are a key technique that allows different types of
transformations to be combined into a single matrix operation.
2D transformations are used in a variety of applications, including object manipulation,
computer-aided design (CAD), image processing, and graphical user interfaces (GUIs).
https://bcalabs.org/subject/2d-transformation-in-computer-graphics
12 MARKS:
5. Explain briefly about 3D composite transformation.
Ans: A 3D composite transformation is the result of performing two or more 3D
transformations in sequence:
Transformation Description

Translation Moves an object from one position to another.

Rotation Changes the orientation of an object around one or more axes.

Reflection Explained for each axis plane.

Shearing Modifies object shapes, especially for perspective projections.


3D transformations are mathematical operations that alter the position, size, and
orientation of objects in a three-dimensional space. They are used to generate images of
3D objects, and to express the location of objects relative to each other.
3D transformations generalize 2D transformations by including a z-coordinate and using
homogeneous coordinates and 4x4 transformation matrices.
https://www.javatpoint.com/computer-graphics-composite-transformation
https://www.slideshare.net/slideshow/3d-transformation-254266406/254266406#23
Composite transformation
 We can form arbitrary affine transformation matrices by multiplying together rotation,
translation, and scaling matrices
 Because the same transformation is applied to many vertices, the cost of forming a
matrix M=ABCD is not significant compared to the cost of computing Mp for many
vertices p
 The difficult part is how to form a desired transformation from the specifications in the
application.
 Consider the composite transformation matrix M=ABC
 When we calculate Mp, matrix C is the first applied, then B, then A
 Mathematically, the following are equivalent
p’ = ABCp = A(B(Cp))
 Hence composition order really matters.
Rotation About Point P
• Move fixed point P to origin
• Rotate by desired angle
• Move fixed point P back
• M = T(pf) R(q) T(-pf)

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