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UNIT- I 2-MARKS 1. What do you mean by interactive computer graphics?

Ans: Interactive computer graphics involves the rapid and economic production of pictures. It involves the 2-way communication between computer and user. The computer upon receiving signals from the input device can modify the displayed picture and to the user it appears that the picture is changing instantaneously. 2. Mention some commonly used input and output devices. Ans: Some of the commonly used input devices are: Keyboard, mouse, trackballspace ball, joystick, digitizers, touch panels, data glove, Image scanners, voice systems. Some of the commonly used output devices are: Printers, plotters, and video display monitors. 3. What do you mean by resolution? Ans: The maximum number of points that can be displayed without overlap on the CRT. i.e., the number of points per centimeter that can be plotted horizontally and vertically. 4. Explain the disadvantages of DDA algorithm. The accumulation of round off error in successive additions of floating point increment can cause the calculated pixel positions to drift away from the true line path for long line segments. The rounding operations and floating point arithmetic operations are time consuming. 5. Define aspect ratio. Ans: It is the defined as the ratio of the vertical points to the horizontal points necessary to produce equal length lines in both directions on the screen. 6. What is raster scan displays? Ans: In a raster scan displays, the electron beam is swept across the screen, one row at a time from top to bottom. As the electron beam moves across each row, the bean intensity is turned on and off to create a pattern of illuminated spots.

7. What do you mean by random scan display. Ans: In a random scan displays; a CR T has the electron beam directed only to the parts of the screen where the picture is to be drawn. It draws the picture one line at a time and for this reason they are called vector displays.

8. Give the relative positions of any point by checking the sign of the circle functions. Ans: < 0 (x,y) is inside the circle Fcircle(x,y) > 0 (x,y) is outside the circle = 0 (x,y) is on the circle 9. What is called as clipping ? Ans: The portion of a picture which is identified either inside or outside of a specified region of a picture is called clipping. 10. What is called a clip window ? Ans: The region against an object to be clipped is called a clip window. 11. What are the types of clipping ? Ans: The types of clipping are : i. ii. iii. iv. v. Point clipping ; Line clipping (Straight-Line-segments) Area clipping (Polygons) Curve clipping Text clipping

12. 12.What is known point clipping ? Ans: In case of point clipping, the point P = (x, y) is displayed if the following conditions are satisfied : XW min X XW max YWmin Y YWmax

Where the edges of the clip window ( Xwmin,XWmax , YWmin,YWmax) are view port boundaries. 13. Explain line-clipping procedures. Ans: The line clipping procedures are: i. Determining whether the line lies completely inside or outside the window. ii. If the line cannot be detected, then the calculation must be done with one or more clipping boundaries. 14. Why the Cohen Sutherland line clipping is popular? Ans: The Cohen-Sutherland line clipping is popular because this method speeds up the processing of line by performing initial tests , that reduce the number of intersections to be calculated. 15. How are the region-code bit values determined? Ans: The region code bi~ values are determined by two steps : i. Calculate differences between end point coordinates and clipping boundaries. . ii. Use the resultant sign bit of each difference calculation to set the corresponding value in the region code. Bit 1 is the ,sign bit of X -XWmin and Bit2 is XWmax -X and Bit 3 is Y -YWmin and Bit 4 is YWmax -Y . 16. What does a curve clipping require? Ans: The curve clipping procedures requires more processing than for objects with linear boundaries. It involves non-linear equations. . 17. How is text clipping done? Ans: The text clipping in a graphics package can be done with several techniques. The technique is to generate characters and the required elements of a particular application. 18. Explain the fastest text clipping .

Ans: Fastest text clipping method is the simplest one for processing character strings in all-or-none string clipping. The boundary positions of the rectangle are then compared to the window boundaries and the string is rejected if there is any overlap. 19. When is the all-or-none character-clipping strategy used ? Ans: All-or none character. clipping method is used as an alternative to reject an entire character string that oyerlaps a window boundary. The boundary limits of an individual character's are compared to the window. Any character that. overlaps or is outside a window boundary is clipped. 20. Name some of the Line-clipping algorithms. Ans: Cohen-Sutherland method, the Liang-Barsky method and Nicholl-Lee-Nicholl are some: of the line-clipping algorithms. 21. 21.Name some of the polygon-clipping algorithms. Ans: Sutherland-Hodgeman method, and the Weiler-Atherton method are some of polygon - clipping algorithms. 22. How is Translation applied? Ans: The translation is applied to an object by repositioning it along a straight-line path from one co-ordinate location to another. 23. Explain translation vector. Ans: The translation of a two-dimensional point by adding translation distances tx and ty, original co-ordinate position (x, y) to the new position (x',y'). x'=x+tx y`=y+ty The translation distance pair (tx, ty) is called a translation vector or shift vector. 24. What is referred to as Rotation? Ans: The rotation is one in which an object is repositioned along a circular path in the xy plane. 25. What is called scaling transformations? Ans: The scaling transformations alter the size of an object. 26. Discuss about the general pivot-point rotation. Ans: The rotation about selected pivot point (x, y) by following the sequence of translate -Rotate -translate.

i. Translate the object so that the pivot-point position is moved to the coordinate origin. ii. Rotate the object about the co-ordinate origin. iii. Translate the object so that the pivot-point is returned to its original position. 27. 27.Describe the general fixed-point scaling. Ans:The transformation to produce the scaling with respect to a selected fixed position (x, y) i. Translate object so that the fixed point coincides with the co-ordinate origin. ii. Scale the object with respect to the co-ordinate origin. iii. Use the inverse translation of step-l to return the object to its original position. 28. What is reflection? Ans: The transformation that produces a mirror image of an object is called reflection. 29. What is called as a shear? Ans: When the shape of an object is distorted, such that the transformed shape looks like the object composed of internal layers that has been caused to slide over each other is called a shear . 30. Give the examples of affine transformations. Ans: Translation, scaling, rotation, reflection and shear are the examples of twodimensional affine transformations. 31. Mention the commands for generating the basic transformation matrices. Ans: The basic transformation matrices are Translate (translate vector, matrix translate) Rotate (theta, matrix rotate) Scale (scale vector, matrix scale)

6 MARKS 1. Write the procedure for Bresenhams Line drawing algorithm.

2. Explain DDA Line drawing algorithm in detail. 3. Define circle.Write the procedure for Midpoint circle algorithm. 4. Write short notes on Line attributes,Color and Gray scales. 5. Explain 2D Geometric transformations. 6. Explain Composite transformations in detail. 7. Explain Bundled attributes in detail. 8. Explain Marker attributes in detail. 9. Explain Area clipping in detail. 10 MARKS 1. Derive the decision parameters for Midpoint Ellipse algorithm. 2. Derive the decision parameters for Midpoint Circle algorithm. 3. Explain Cohen Sutherland Line Clipping algorithm in detail. 4. Explain in detail about 2D viewing. 5. Explain Point and Line Clipping in detail. 6. Scan convert the Line with end points (20,10) and (30,18) with slope 0.8. 7. Explain Lian Barsky Clipping algorithm in detail. 8. Explain Sutherland HodgemanPolygon Clipping algorithm in detail.

UNIT-II 2-MARKS 1. Define depth cueing. Ans: Depth cueing is a method for indicating depth with wire frame displays is to vary the intensity of objects according to their distance from the viewing position. 2. Define surface rendering. Ans: Surface rendering method is used to generate a degree of realism in a displayed screen. Realism is attained by setting the surface intensity of objects according to the lighting conditions in the scene and surface characteristics. 3. What is an antialiasing method? Ans: Antialiasing method is used to improve the appearance of the displayed raster lines. This method compensates for the under sampling process 4. Explain Geometric models.

Ans: Graphical models are called geometric models because the geometric entities such as lines, polygons or circles represents the component parts of a system. 5. Give the design of an animation sequence. Ans: Animation sequence is designed with the following steps. They are: Story board layout. Object definitions key-frame specifications. Generation of In-between frames.

6. What do you meant by computer animation? Ans: Computer animation refers to any time sequence of visual changes in a scene.It can also be generated by changing camera parameters such as position,orientation and focal length. 7. Give some advantages of B-splines. Ans: The advantages are: The control points affect curve shape in a natural way. The curve is variation diminishing. Axis independent. Multi-valued.

8. Write down the method of perspective projection. Ans: The perspective projection method is to project points to the display plane along converging paths for generating a view of a three-dimensional plane. 9. What is the use of perspective projection? Ans: The scene that is projected from perspective projection appears more realistic. The scene appears more similar to the same viewed by air eyes and camera. 10. What is called as the projection reference point?

Ans: The object positions that are transformed to the view plane along lines that converge to a point are called as the projection reference point. 11. What is referred to as orthographic parallel projection ? Ans: The orthographic parallel projection is one in which the projection is perpendicular to the view plane and it is otherwise called as oblique parallel projection. 12. What is called elevations and plan view ? Ans: Front, side and rear orthographic projections of an object is called as an elevation view. 13. Write down the method of perspective projection. Ans: The perspective projection method is to project points to the display plane along converging paths for generating a view of a three-dimensional plane.

14. What is the use of perspective projection? Ans: The scene that is projected from perspective projection appears more realistic. The scene appears more similar to the same viewed by air eyes and camera. 15. What is called as the projection reference point? Ans: The object positions that are transformed to the view plane along lines that converge to a point are called as the projection reference point. 16. What is referred to as orthographic parallel projection ? Ans: The orthographic parallel projection is one in which the projection is perpendicular to the view plane and it is otherwise called as oblique parallel projection. 17. What is called elevations and plan view ? Ans: Front, side and rear orthographic projections of an object is called as an elevation view. 18. Define Blending function. Ans: Blending function determine how specified geometric constraints on the curve are combined to calculate positions along the curve path. 19. Define morphing.

Ans: Morphing means transformation of object shapes from one form to another. Morphing methods can be applied to any motion or transition involving a change in shape. 20. What is meant by color gamut? Ans:In color models three colors are used to obtain a wide range of colors called the color gamut.

6 MARKS 1. Explain the various color models 2. Write short notes on Ellipsoid,Polygon tables and Surface Rendering. 3. Explain various 3D object representations 4. Explain 3D Transformations. 5. Explain briefly about Splines and its properties 6. Discuss the animation sequences. 7. Write short notes on projections 8. Depict and Discuss HSV color models. 9. How do you implement Morphing animation technique. 10. Write short notes on HSV and HLS color models.

10 MARKS 1. What is meant by projection? Explain parallel,prespective,orthogonal and oblique projection. 2. Explain Bezier curves and surfaces. 3. Explain computer animation. 4. E xplain B-Splines curves and surfaces. 5. Explain in detail about 3D viewing. 6. Explain computer animation in detail. 7. Derive a 3D transformation matrix for rotation about an arbitrary axis. 8. Derive a 3D transformation matrix for rotation about an arbitrary plane.

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