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Computer Graphics PYQs Solutions

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42 views4 pages

Computer Graphics PYQs Solutions

Uploaded by

muzamilaslam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Computer Graphics: Important Questions with Solutions

Paper 1

1. Define Computer Graphics. Discuss its various applications.


Computer Graphics is the field of computer science focused on creating images, visual
representations, and animations using computer technologies. Applications include
entertainment, education, medical imaging, simulations, and graphic design, among others.

2. Describe the Bresenham's Line Drawing Algorithm and provide an example.


The Bresenham's Line Drawing Algorithm is a rasterization algorithm used to draw straight
lines between points in a grid. It minimizes computational work by using integer arithmetic.

3. Explain the basic difference between Raster Scan and Random Scan display systems.
Raster Scan uses a pixel grid scanned row by row, suitable for complex images; Random
Scan draws images by tracing lines, suited for vector graphics.

4. Write a short note on the Midpoint Circle Algorithm.


The Midpoint Circle Algorithm is an efficient method to draw circles by calculating points
using symmetry and avoiding floating-point calculations.

5. Explain the Cohen-Sutherland Line Clipping Algorithm with an example.


Cohen-Sutherland Line Clipping is a method of clipping lines to fit within a rectangular
clipping window by assigning region codes to points.

6. Describe the concept of 2D Transformation and the types of transformations.


2D transformations involve modifying shapes' positions and sizes on a plane, including
translation, rotation, and scaling.

7. What is a Bezier Curve? Derive the equation for a quadratic Bezier Curve.
A Bezier Curve is a parametric curve used in design and animation. For a quadratic Bezier
Curve, P(t) = (1 - t)²P0 + 2t(1 - t)P1 + t²P2.

8. Explain the Z-buffering technique for hidden surface removal.


Z-buffering is used in 3D graphics to manage depth, storing the depth of each pixel to ensure
nearer objects are drawn in front.

9. Differentiate between Orthographic and Perspective projection in 3D viewing.


Orthographic Projection represents objects without perspective distortion, while
Perspective Projection renders objects smaller as they are farther away.

10. Describe the concept of shading models and the types of shading used in 3D graphics.
Shading models simulate lighting effects on surfaces. Types include Flat, Gouraud, and
Phong shading, each offering different levels of realism.
Paper 2

1. Explain the term 'Pixel' and its role in computer graphics.


A pixel, or picture element, is the smallest unit of a digital image, representing color and
brightness at a specific location.

2. Discuss the Digital Differential Analyzer (DDA) algorithm for line generation.
The DDA algorithm calculates line points by incrementally plotting pixels along a line's
slope, using floating-point arithmetic.

3. Explain the working of the Liang-Barsky Line Clipping Algorithm.


Liang-Barsky Line Clipping determines line intersections with a clipping window by
calculating parameterized t-values for boundary intersections.

4. Describe 3D transformations. Explain translation, rotation, and scaling in 3D.


3D transformations alter object positions, rotations, and sizes in three dimensions, using
matrix multiplication to apply transformations.

5. What are splines? Explain the types of splines commonly used in computer graphics.
Splines are smooth, flexible curves; commonly used types include Bezier, B-spline, and
Catmull-Rom splines.

6. Describe the process of polygon filling and explain the scan-line polygon fill algorithm.
Scan-line polygon filling determines which pixels are inside a polygon by scanning each line
and filling pixels within boundaries.

7. Explain the Painter’s Algorithm and its application in rendering.


The Painter’s Algorithm draws objects back-to-front, rendering farther objects first so that
nearer objects cover them if overlapping.

8. Define view transformation and explain the concept of window-to-viewport


transformation.
View transformation maps a scene to a view window; window-to-viewport transformation
maps the window to a display viewport.

9. Explain the role of homogeneous coordinates in graphics transformations.


Homogeneous coordinates simplify transformations, enabling translation and scaling to be
represented in matrix form.

10. Describe the concept of perspective projection with an example of depth cueing.
Perspective projection simulates depth by converging lines towards a vanishing point;
depth cueing adjusts color intensity based on depth.
Paper 3

1. Define Rasterization. Discuss its significance in graphics rendering.


Rasterization is the process of converting vector graphics into a grid of pixels, enabling
display on screens.

2. Explain the Bresenham's Circle Drawing Algorithm and its applications.


Bresenham's Circle Drawing Algorithm uses integer arithmetic to draw circles, minimizing
computational steps and providing accurate pixel placement.

3. Differentiate between Gouraud Shading and Phong Shading.


Gouraud Shading interpolates vertex colors for gradients; Phong Shading interpolates
normals, providing smoother lighting.

4. Explain the term 'Clipping' and describe the Sutherland-Hodgman polygon clipping
algorithm.
Clipping restricts drawing to a specific area; Sutherland-Hodgman clips polygons by
discarding vertices outside the clipping window.

5. Describe the concept of viewing pipeline in 3D graphics.


The viewing pipeline is the sequence of transformations and clipping operations applied to
render 3D scenes.

6. What are transformations? Explain matrix representations for translation, rotation, and
scaling.
Transformations change an object's position or orientation, represented by matrices in
homogeneous coordinates for scaling, translation, and rotation.

7. Write short notes on (a) Anti-aliasing techniques (b) Blending.


Anti-aliasing reduces visual artifacts; Blending combines colors for transparency effects.

8. Describe the Back-face Detection algorithm for hidden surface elimination.


Back-face detection discards faces of objects not visible from the camera perspective,
enhancing rendering efficiency.

9. Explain the role of ambient, diffuse, and specular lighting in lighting models.
Ambient lighting provides base brightness; diffuse simulates scattered light; specular adds
highlights.

10. Describe various types of projections in computer graphics with examples.


Projection types include orthographic (parallel) and perspective, adding depth to 2D
representations.
Paper 4

1. What is the role of frame buffers in raster graphics?


Frame buffers store pixel data for displaying images on screens, refreshing each frame to
maintain images.

2. Describe the Cohen-Sutherland Line Clipping Algorithm with an example.


The Cohen-Sutherland algorithm classifies endpoints for clipping by region codes,
simplifying calculations.

3. Explain color models in computer graphics. Discuss RGB and CMYK.


RGB and CMYK are color models; RGB is for digital screens, CMYK for printing.

4. Discuss the importance of viewport transformation.


Viewport transformation maps content to display areas, preserving aspect ratios.

5. Describe hierarchical modeling in computer graphics with an example.


Hierarchical modeling structures objects with parent-child relationships, as in car models
where wheels attach to the body.

6. Explain the working of the Z-buffer algorithm in 3D rendering.


Z-buffer stores depth data per pixel, ensuring closer objects are rendered in front.

7. Define texture mapping and its role in graphics.


Texture mapping applies images to 3D models, adding surface detail.

8. Discuss ray tracing and its applications.


Ray tracing simulates light, creating realistic reflections and shadows, commonly used in
photorealistic graphics.

9. Describe how shadows are generated in 3D scenes.


Shadows are created by blocking light, commonly done through shadow mapping
techniques.

10. Write a detailed note on OpenGL and its significance in graphics development.
OpenGL is a cross-platform API enabling hardware-accelerated rendering, widely used for
creating graphics applications.

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