Computer Graphics (CGV) SIMP 2023
Computer Graphics (CGV) SIMP 2023
7. Explain the different classification of polygon,briefly Explain the general scan line
polygon-fill algorithm, Solve the polygon A(2,4) B(2,8) C(4,9) D(4,6) to find the content
of the active edge table 8. Apply the general scan line algorithm and determine the active
edge table to fill the polygon of n=3
8. What is the "Odd-Even Rule" or "Even-Odd Rule" (also known as "Odd Parity Rule") in
computer graphics, and how is it used in the context of rendering polygons?
OR
What is the "Non-Zero Winding Number Rule" in computer graphics, and how does it
determine the interior and exterior regions of a closed polygon? Additionally, explain how
this rule is employed in various rendering algorithms to handle complex shapes efficiently.
9. Explain the 2D Basic Transformations, Apply translation, rotation, scaling, shearing and
reflection transformation technique on a 2D triangle
10. What are Homogeneous Coordinates? Matrix Derivation for Rotation, Scaling, and
Translation
11. Solve to analyze that two successive 2D rotations are additive and successive scaling
are multiplicative, show with an example
12. Describe the 2D viewing pipeline, outlining the key stages and transformations
involved. Then, provide a numerical example of a point in the 2D world coordinates
and walk through the entire pipeline, including the calculations at each stage, to
obtain the final point in screen coordinates.(VBQ and purely optional)
Module-3
15. Compare RGB and CMY color models. Explain the transformation between CMY and
RGB color specs
16. Explain the different types of light sources supported by OpenGL
OR
Explain the depth buffer method and give the openGL visibility detection
functions
17. In Computer Graphics, discuss the different types of light sources used in
rendering and their characteristics. Explain the concept of specular reflection
and its significance in achieving realistic shading. Finally, delve into the Phong
illumination model, detailing how it combines diffuse and specular reflection
components to calculate the final color of a pixel in a 3D scene (VBQ)
Module-4
18. Explore the classification of visible surface detection algorithms, focusing on the
"Depth-Buffer Algorithm" (also known as the "Z-buffer algorithm") and "Back-Face
Detection." Explain how each algorithm works and their respective advantages and
limitations in identifying visible surfaces. Additionally, compare and contrast these
techniques, highlighting scenarios where one may be preferred over the other in
rendering 3D scenes.
19. Explain the difference between Perspective and parallel projections
20. Explain 3D viewing pipeline architecture and various viewing
parameters(coordinate),Define the transformation matrix for perspective projection
and give openGL 3D viewing functions
21. Explain in detail symmetric perspective projection functions
Module-5
Questions framed shall follow all Bloom’s learning levels with appropriate
action verbs ensuring coverage of all COs
COs Covered:
• Design and implement algorithms for 2D graphics primitives and attributes.
• Illustrate Geometric transformations on both 2D and 3D objects.
• Apply concepts of clipping and visible surface detection in 2D and 3D viewing, and
Illumination
Models.
• Decide suitable hardware and software for developing graphics packages using OpenGL.
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