0% found this document useful (0 votes)
46 views

Be - Computer Engineering - Semester 4 - 2017 - November - Computer Graphics CG Pattern 2015

This document contains 8 questions related to computer graphics. It has a total of 3 printed pages and 50 maximum marks. Questions 1-6 contain 3 subparts each related to key computer graphics concepts like line drawing algorithms, polygon clipping, 3D transformations, illumination models, and curve generation techniques. Questions 7-8 focus on specific topics like OpenGL features, NVIDIA platforms, and fractal curves. The questions assess understanding of fundamental as well as advanced computer graphics concepts through explanation, comparison of methods, and providing examples.

Uploaded by

Sucheta
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
46 views

Be - Computer Engineering - Semester 4 - 2017 - November - Computer Graphics CG Pattern 2015

This document contains 8 questions related to computer graphics. It has a total of 3 printed pages and 50 maximum marks. Questions 1-6 contain 3 subparts each related to key computer graphics concepts like line drawing algorithms, polygon clipping, 3D transformations, illumination models, and curve generation techniques. Questions 7-8 focus on specific topics like OpenGL features, NVIDIA platforms, and fractal curves. The questions assess understanding of fundamental as well as advanced computer graphics concepts through explanation, comparison of methods, and providing examples.

Uploaded by

Sucheta
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Total No. of Questions—8] [Total No.

of Printed Pages—3

4
2:3
Seat

9:3
No. [5252]-567

70
1/2 1
9
01
8 1 130
S.E. (Computer Engg.) (Second Semester) EXAMINATION, 2017

8/1
16 P0 COMPUTER GRAPHICS
(2015 PATTERN)
8.2 G
.23
.24 CE

Time : 2 Hours Maximum Marks : 50


N.B. :— (i) Neat diagrams must be drawn wherever necessary.

4
2:3
(ii) Assume suitable data, if necessary.
49

9:3
(iii) Attempt Q. 1 or Q. 2, Q. 3 or Q. 4, Q. 5 or Q. 6 and

70
Q. 7 or Q. 8.
91
01
30
1/2
01
8/1

1. (a) Explain the following terms with examples (any three) : [6]
GP
81

(1) Display file structure


.23
CE

(2) Winding Method


16
8.2

(3) Polygon filling with pattern


.24

:34
(4) Generalised Clipping.
49

:32
(b) Explain Bresenham algorithm for line drawing. Write advantages
09
91
17

and disadvantages of it over DDA line drawing algorithm. [6]


30
/20

Or
/11
01

2. (a) Explain Sutherland-Hodgeman algorithm for polygon clipping.


18
8.2 G
P
38

Compare it Cohen-Sutherland Clipping. [6]


CE
6.2

(b) Write Bresenham circle drawing algorithm. Also explain


1

mathematical foundation of it. [6]


.24
49

[5252]-567 1 P.T.O.
3. (a) Explain the following terms with examples : [4]

4
2:3
(1) Color gamut

9:3
70
1/2 1
(2) Key-frame

9
01
8 1 130
(3) Animation

(4) Morphing.

8/1
16 P0
(b) Explain 3D clipping with example. [4]
8.2 G
.23
.24 CE

(c) For origin centered unit square, rotate 45º clockwise, scale

by a factor 2 in x–direction. Find resultant coordinates of square

4
(write required matrices). [4]

2:3
49

9:3
Or

70
4. (a)
91
Describe segment and explain any three operations carried out
01
30
1/2
on it. [4]
01
8/1

(b) Explain rotation about an arbitrary point in 2D. [4]


GP
81
.23

(c) Explain 3D viewing transformation. [4]


CE
16
8.2
.24

:34
5. (a) Explain Backface Detection and removal. [4]
49

:32
(b) Explain and compare point source and diffuse illumination. [5]
09
91
17

(c) Explain Phong Shading Algorithm. [4]


30
/20

Or
/11
01
18

6. (a) Explain Binary Space Partitioning Algorithm with example.


8.2 G
P
38

[5]
CE
6.2

(b) Explain Gaurad Shading algorithm. [4]


1

(c) Write a note on Phong Reflection Model. [4]


.24
49

[5252]-567 2
7. (a) Explain blending function for B-spline curve. [4]

4
2:3
(b) Explain architecture of i860. [4]

9:3
70
(c) What is OpenGL ? Write four important features of the same.

1/2 1
9
01
8 1 130
Write any two 3D transformation functions of OpenGL. [5]
Or

8/1
16 P0
8. (a) Write any four important features of NVIDIA gaming platform.
8.2 G
.23
Explain need of NVIDIA workstation in gaming [5]
.24 CE

(b) Explain Hilbert curve with example. [4]


(c) Explain Koch curve with example. [4]

4
2:3
49

9:3
70
91
01
30
1/2
01
8/1
GP
81
.23
CE
16
8.2
.24

:34
49

:32
09
91
17
30
/20
/11
01
18
8.2 G
P
38
CE
1 6.2
.24
49

[5252]-567 3 P.T.O.

You might also like