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ETE Practice Set 1

The document covers various concepts in graphics transformations, including homogeneous coordinates, geometric transformations, and 3D geometric primitives. It discusses transformation matrices for translation, rotation, and scaling, as well as the significance of viewing transformations and frame buffers in rendering. Additionally, it compares display technologies like Plasma and LCD, outlines clipping algorithms, and explains how objects are represented in 3D graphics.

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0% found this document useful (0 votes)
11 views2 pages

ETE Practice Set 1

The document covers various concepts in graphics transformations, including homogeneous coordinates, geometric transformations, and 3D geometric primitives. It discusses transformation matrices for translation, rotation, and scaling, as well as the significance of viewing transformations and frame buffers in rendering. Additionally, it compares display technologies like Plasma and LCD, outlines clipping algorithms, and explains how objects are represented in 3D graphics.

Uploaded by

alsashu143
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1.

Explain the utility of homogeneous coordinates in graphics


transformations. Illustrate how a 2D point is expressed in homogeneous
form.
2. Define geometric transformation. How are translation, rotation, and
scaling operations applied to a shape?
3. What are 3D geometric primitives? Give at least three examples and
explain their role in object construction.
4. What are the standard geometric primitives in computer graphics?
Explain their relevance.
5. What are the different types of 3D transformations? Describe their
significance in object modelling and scene composition.
6. Describe the process for deriving a 3D viewing transformation matrix
step by step.
7. Outline the sequence of transformations needed to convert a 3D scene
into its viewable form.
8. What are the transformation matrices for translation, rotation, and
scaling in 3D graphics? Explain each briefly.
9. A 3D object is scaled by a factor of 1.5 along X, 0.5 along Y, and 2.0
along Z. Write the resulting transformation matrix and explain its effect
on the object.
10.What is the function of a frame buffer in a graphics system? How does
it contribute to the generation of raster images?
11.Differentiate between Plasma Display Panels and LCDs in terms of
technology, power usage, and image quality.
12.List the benefits and drawbacks of LCDs compared to older display
technologies.
13.Provide a comparative overview of Plasma and LCD technologies,
including construction and performance.
14.In a raster scan display with resolution 1024 * 768 and refresh rate 70
Hz, calculate how many pixels are processed per second.
15.What is scan conversion in graphics? How does it relate to
rasterization?
16.Describe the Liang-Barsky algorithm. Demonstrate with a line segment
from (5,2) to (12,6) clipped against a window.
17.Explain 3D clipping in rendering systems. Why is it important, and
how is it implemented?
18.Give the steps for the Cohen-Sutherland line clipping algorithm.
Compare it with Liang-Barsky for complexity and performance.
19.Implement a 3D version of the Cohen-Sutherland clipping algorithm
using region codes. Evaluate its capability in complex environments.
20.A rectangular window spans from (2,2) to (6,6). Clip a square with
vertices at (4,4), (8,4), (8,8), (4,8) using Liang-Barsky and discuss how
this method improves efficiency over other line clipping algorithms in
such scenarios.
21.Given a line from (1, 2) to (9, 5), calculate where it intersects a
clipping region and explain how the algorithm aids rendering.
22.Write a short note on the processes of clipping curves and clipping text
in digital displays.
23.A line segment is completely outside the clipping window and lies
parallel to one of its edges. How is this handled in the Cohen-
Sutherland algorithm?
24.Calculate the region codes for the endpoints of a line segment between
(3,9) and (15,2) with respect to a window defined from (4,4) to (12,10).
25.Explain how objects are represented in 3D graphics using wireframe,
polygonal, and surface-based models.

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