Model QN Solution CG 1
Model QN Solution CG 1
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B.Sc. CSIT Model Question Solution || Computer Graphics
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Digitize a line with end points A (6, 12) and B (10, 15) using Bresenham’s line drawing
algorithm.
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2. How can polygons be clipped? Why is Phong shading also called Normal Vector
Interpolation scheme? Explain. [5 + 5]
Polygon can be clipped using Sutherland-Hodgeman algorithm which is described below:
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3. Given a window bordered by (1, 2) at the lower left and (16, 12) at the upper right, give the screen
coordinates of a triangle with vertices (3, 2), (10, 7.5) and (5, 5) when mapped into a viewport with corners
(100, 100) and (400, 200). Provide accurate illustrations of the window, viewport, and the untransformed
and transformed triangles with your answer. [10]
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4. How to animate a two dimensional figure using transformations? Explain with example.
[5]
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5. What are the key issues prevalent in producing a Virtual reality scene? Describe the
Binary Space Partition tree. [2 + 3]
VR
• Cameras – how camera optics and sensors impact VR video quality
• Software – how software settings used for stitching and mastering (editing, color correction, visual effects)
affect your master VR video’s quality
• Encoding – how video codecs and packaging settings impact the delivered VR video quality
• Headsets – how Head Mounted Display (HMD) processors, displays, and optical lenses render the final
experience of the VR video
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6. How can a polygon surface be filled using the Flood fill approach? Explain. [5]
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8. Explain ambient light, diffuse reflection and specular reflection with examples. [5]
1. Diffuse Reflection
Surfaces that are rough or grainy tend to reflect light in all directions.This scattered light is called diffuse reflection
2. Spectacular Reflection
Additionally to diffuse reflection some of the reflected light is concentrated into a highlight or bright spot. This is
called specular reflection.
3. Ambient Light
A surface that is not exposed to direct light may still be lit up by reflections from other nearby objects – ambient
light.
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9. Compute the midpoint of the Bezier Curve with control points p0 = (0, 0, 1), p1 = (1, 0, 1)
and p2 = (1, 2, 0). [5]
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10. How does a polygon can be created in OpenGL? Illustrate with an example. [5]
<<Describe the flow of program and main functions briefly then write the example shown below
>>
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11. How does a video controller and a frame buffer jointly collaborate to produce graphical
display on the screen, in case of a Raster Display? [5]
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b. Augmented Reality
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in
the real-world are "augmented" by computer-generated perceptual information. AR refers to the blurred line
between the real and virtual world due to the integration of the user’s environment and the digital interface (in
real time). While Virtual Reality (VR) constructs computer generated interactive environments, AR deals with
computer-generated images overlaying the user’s real view, thereby creating an amalgamated view of both the
virtual and augmented worlds. This further presents the sentiments of being closer to the real world. In AR, virtual
objects are placed in the real world and viewed through various encounters. This technology constitutes of
graphics, smell, sounds and provides feedback to the real world (e.g. through cell phones and video games).
The Three Tools of AR
• AR 3D viewers: Using trackers (images) to which 3D models can be attached, users can place these models
in their environment to view the effect in real time. E.g. Augment.
• AR browsers: A phone’s camera display when pointed towards a building, can display the building’s
related information.
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• Gaming: Games can be literally experienced while the characters seem to be placed in the settings of the
actual environment.
c. Painter’s algorithm
Using both image-space and object-space operations, Painter’s algorithm performs the following basic
functions:
1. Surfaces are sorted in order of decreasing depth. ( Object/Image space method)
2. Surfaces are scan converted in order, starting with the surface of greatest depth . (Image space
method)
Algorithm Steps
1. Sort all polygon surface according to the smallest z-coordinate of each surface.
2. Resolve any ambiguity this may cause when splitting polygon.
3. Scan conversion each polygon in ascending order of smallest z-coordinate (polygon of greatest depth).
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