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2022 - Solutionset Computer Graphics DU CBCS

The document consists of a series of questions related to computer graphics, covering topics such as transformations, color models, and algorithms for rendering and clipping. It includes theoretical questions, practical exercises, and proofs related to geometric transformations and shading techniques. The questions are structured in two sections, with varying points assigned to each question.

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Saheba Kapoor
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0% found this document useful (0 votes)
8 views11 pages

2022 - Solutionset Computer Graphics DU CBCS

The document consists of a series of questions related to computer graphics, covering topics such as transformations, color models, and algorithms for rendering and clipping. It includes theoretical questions, practical exercises, and proofs related to geometric transformations and shading techniques. The questions are structured in two sections, with varying points assigned to each question.

Uploaded by

Saheba Kapoor
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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Section A

Q1 a) Show that the composition of two rotations is additive. 2


R(α) x R(β) = R(α+β)

b) Suppose an RGB raster system is to be designed using an 8 inch x 10 inch screen with a 3 (2+1)
resolution of 100 pixels per inch in each direction. If we want to store 6 bits per pixel in
the frame buffer, how much storage in bytes do we need for the frame buffer? Also find
the aspect ratio of the raster system.

Q2 a) Construct a translation matrix to translate a Point P from position (h, k) to the origin. 2

b) Discuss briefly the steps involved in design of animation sequence. 3

Q3 a) Is RGB colour model additive? Justify your answer. 2


b) 3 (1+2)
Define Projection. Give any two differences between parallel and perspective
projections.
Projection of a 3D object is defined by straight projection rays (called projectors)
emanating from a centre of projection (COP), passing through each point of object and
intersecting a projection plane to form the projection.

Q4 a) Write any two properties of Bezier curve. 2

b) Consider a triangle ABC with A(0,0), B(5,0) and C(0,5). Give transformation matrix 3
after shearing triangle ABC by 3 units along Y-axis and 4 units along X-axis. Use
homogeneous coordinates.
Q5 a) What is the condition for trivial acceptance of a line segment AB with A(0,4) and B(8,4) 2
in Cohen Sutherland Line Clipping Algorithm using rectangular window coordinates as
A(0,0), B(8,0), C(8,8) and D(0,8)?

Using Bresenham’s line drawing algorithm find out the list of the rasterized pixels for
b) the line from (20,10) to (25,14). 3

Q6 a) What is Specular reflection? 2


When we look at an illuminated shiny surface, such as polished metal, we see a highlight
or bright spot, at certain viewing directions. This phenomenon is called specular
reflection. Specular reflection is the result of total, or near total, reflection of the incident
light in a concentrated region around the specular-reflection angle.
b) What are the steps in an Area-Subdivision method for Visible Surface determination? Is 3
it an object-space method or image-space method?

Q7 a) What is interlacing? Discuss its significance in raster graphics. 2

b) Show that a 2D reflection through the x-axis, followed by a 2D reflection through the 3
line y=x, is equivalent to a pure rotation about the origin.

Section B

Q8 a) Prove that two scaling transformations are commutative. 4 (2+1+1)


Write 3X3 2-D transformation matrix for each of the following transformations
respectively:
(i) Enlarge the object by three times.
(ii) Translate the object by 3 units in x direction.

b) Using mid-point circle drawing algorithm find out the pixel positions lying in the first 6
quadrant of the circle with centre at (0,0) and radius of 8 units.
Q9 a) Describe Phong interpolation shading method for polygon rendering. Give any two 4 (2+2)
advantages of this method.
Steps:
1. Determine the average unit normal vector at each vertex
2. Linearly interpolate the vertex normal over the projected area of the polygon
3. Apply an illumination model at positions along scan lines to calculate pixel
intensities
Advantages:
• Gouraud shading is faster than Phong shading
• Phong shading is more accurate. Intensity calculations using an
approximated normal vector at each point along the scan line produce more
accurate results than the direct interpolation of intensities, as in Gouraud
shading.

b) Using Sutherland Hodgman Polygon Clipping Algorithm, clip the polygon ABC with 6
coordinates A(100,150), B(200,250) and C(300,200) against the clipping window with
coordinates P(150,150), Q(150,200), R(200,200) and S(200,150).
Q10 a) A triangle is defined by vertices (2,0), (0,2), (-2,0). It is transformed by 2x2 4
transformation matrix
64
T=
24
Find the area of transformed triangle.

b) Consider a line AB with position vectors of end point as [A] = [ 1 2] and [B] = [ 3 4 ]. 6
24
The transformation matrix is given as [T] =
62
Calculate the transformed line A’B’. Also prove that the midpoint of original line AB
yield same results for the midpoint of transformed line A’B’.
Q11 a) Consider a square ABCD with coordinates as A(0,0), B(0,4), C(4,4) and D(4,0). Let the 4 (1+2+1)
centre of the square be at coordinate P(2,2). Apply 2-D transformation to reduce the
square ABCD to half of its size, with centre fixed at point P.

b) Perform a 3-point perspective projection onto the x=0 plane on a unit cube with centre 6 (3+2+1)
of projections at xc= -10, yc = -10 and zc = -10. Also, give the vanishing points. Consider
the coordinates of the unit cube as follows:

0 0 0 1
⎡1 0 0 1⎤
⎢0 1 0 1⎥
⎢ ⎥
0 0 1 1⎥
[𝑋]= ⎢
⎢1 1 0 1⎥
⎢1 0 1 1⎥
⎢0 1 1 1⎥
⎣1 1 1 1⎦

Q12 a) Explain CMY color model in graphics system. 4


b) What do you mean by hidden surfaces? Explain Z-Buffer algorithm for visible surface 6
determination.
• There are two buffers:
• Frame Buffer: color values are stored for each pixel.
• Z Buffer: depth values are stored for each pixel.
• There are two planes:
• Back Clipping Plane
• Front Clipping Plane

• The Z buffer is initialized to zero, representing the z value at the back clipping
plane. The frame buffer is initialized to the background color. Polygons are
scan-converted in the frame buffer in an arbitrary order. User eye is at positive
infinity of Z axis.

If the polygon being scan-converted at a pixel is no farther from the viewer than is the
point whose color and depth are currently in the buffers, then the new point’s color and
depth replace the old values.

Advantages: simple and fast


Disadvantages: costs memory, transparency is tricky.
Q13 a) What is Morphing? Morph a triangle into a square by equalizing the vertex count. 4

b) Consider two Bezier curve segments defined by control points P0(20,20), P1(40,50), 6
P2(60,20) and P3(80,20). Another curve segment is defined by Q0(a,b), Q1(c,d), Q2 and
Q3. Find the point Q0 and Q1 such that two curve join smoothly and C1 continuity exists
between them.

Q14 a) What is dithering? What are its advantages over halftoning? 4 (3+1)
• The term dithering refers to techniques for approximating halftones without
reducing resolution.
• In Dithering, random values added to pixel intensities to break up contours are
often referred to as dither noise.
• The effect is to add noise over an entire picture, which tends to soften intensity
boundaries.
• To obtain n2 intensity levels, we set up an n by n dither matrix D, whose
elements are distinct positive integers in the range 0 to n2 - 1.
• Another method for mapping a picture with m by n points to a display area with
m by n pixels is error diffusion.
Advantages:
Dithering is a technique used in computer graphics to create the illusion of color depth
in images with a limited color palette (color quantization). In a dithered image, colors
not available in the palette are approximated by a diffusion of colored pixels from within
the available palette. The human eye perceives the diffusion as a mixture of the colors
within it (see color vision).
b) Derive the basis matrix for Hermite curve. 6

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