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Give difference between Vector scan display and Raster scan

1. display method. 

2. Describe clipping with its applications.


    
How do I do a hidden surface test (backface culling) with 2D
3. points? 
 
4. How do I rotate a 2D point? 
     
5. How do I perform basic viewing in 3D? 
    
 Write steps required to draw a line from point (x,y) to (x’,y’) using Bresenham’s
6. line drawing algorithm.
7. Explain Depth-Buffer Method in detail. 
    
Explain projection and differentiate parallel and perspective
8. projections. 

Answer 1 :

Vector scan display

Vector scan display uses an electron beam which operates like a pencil to create a line image
on the CRT screen. The picture is constructed out of a sequence of straight-line segments.
Each line segment is drawn on the screen by directing the beam to move from one point on
the screen to the next, where its x & y coordinates define each point. After drawing the
picture. The system cycles back to the first line and design all the lines of the image 30 to 60
time each second.
Advantages:

1. A CRT has the electron beam directed only to the parts of the screen where an image
is to be drawn.
2. Produce smooth line drawings.
3. High Resolution

Disadvantages:

1. Vector scan monitors cannot display realistic shades scenes.

Raster Scan Display

A Raster Scan Display is based on intensity control of pixels in the form of a rectangular box
called Raster on the screen. Information of on and off pixels is stored in refresh buffer or
Frame buffer. Televisions in our house are based on Raster Scan Method. The raster scan
system can store information of each pixel position, so it is suitable for realistic display of
objects. Raster Scan provides a refresh rate of 60 to 80 frames per second.
Types of Scanning or travelling of beam in Raster Scan

1. Interlaced Scanning
2. Non-Interlaced Scanning

In Interlaced scanning, each horizontal line of the screen is traced from top to bottom. Due
to which fading of display of object may occur. This problem can be solved by Non-
Interlaced scanning. In this first of all odd-numbered lines are traced or visited by an electron
beam, then in the next circle, even the number of lines are located.
For non-interlaced display refresh rate of 30 frames per second used. But it gives flickers.
For interlaced display refresh rate of 60 frames per second is used.

Advantages:

1. Realistic image
2. Million Different colours to be generated
3. Shadow Scenes are possible.

Disadvantages:

1. Low Resolution
2. Expensive

Answer 7:

Depth buffer algorithm is the simplest image-space algorithm. For each pixel on the
display screen, we keep a record of the depth of an object within the pixel that lies
closest to the observer. In addition to depth, we also record the intensity that should be
displayed to show the object. The depth buffer is an extension of the frame buffer. Depth
buffer algorithm requires 2 arrays, intensity and depth each of which is indexed by pixel
coordinates (x, y).
Algorithm

1. For all pixels on the screen, set depth [x, y] to 1.0 and intensity [x, y] to a
background value.
2. For each polygon in the scene, find all pixels (x, y) that lie within the boundaries of
a polygon when projected onto the screen. For each of these pixels:
a) Calculate the depth z of the polygon at (x, y)
b) If z < depth [x, y], this polygon is closer to the observer than others already recorded
for this pixel. In this case, set depth [x, y] to z and intensity [x, y] to a value
corresponding to polygon's shading. If instead z > depth [x, y], the polygon already
recorded at (x, y) lies closer to the observer than does this new polygon, and no action is
taken.
3. After all, polygons have been processed; the intensity array will contain the solution.
4. The depth buffer algorithm illustrates several features common to all hidden surface
algorithms.
5. First, it requires a representation of all opaque surface in scene polygon in this case.
6. These polygons may be faces of polyhedral recorded in the model of a scene or may
simply represent thin opaque 'sheets' in the scene.
7. The IInd important feature of the algorithm is its use of a screen coordinate system.
Before step 1, all polygons in the scene are transformed into a screen coordinate system
using matrix multiplication.
Limitations of Depth Buffer

1. The depth buffer Algorithm is not always practical because of the enormous size of
depth and intensity arrays.
2. Generating an image with a raster of 500 x 500 pixels requires 2, 50,000 storage
locations for each array.
3. Even though the frame buffer may provide memory for intensity array, the depth array
remains large.
4. To reduce the amount of storage required, the image can be divided into many smaller
images, and the depth buffer algorithm is applied to each in turn.
5. For example, the original 500 x 500 faster can be divided into 100 rasters each 50 x
50 pixels.
6. Processing each small raster requires an array of only 2500 elements, but execution
time grows because each polygon is processed many times.
7. Subdivision of the screen does not always increase execution time instead it can help
reduce the work required to generate the image. This reduction arises because of
coherence between small regions of the screen.

Answer 8:

It is the process of converting a 3D object into a 2D object. It is also defined as mapping or


transformation of the object in projection plane or view plane. Two types of projections are-

1. Parallel Projection
2. Perspective Projection

Parallel projection:

A parallel projection is a projection of an object in three-dimensional space onto a fixed plane


referred as the projection plane or image plane, where the rays, known as lines of sight or
projection lines are parallel to each other. The projection is referred to as orthographic if the
rays are perpendicular to the image plane and oblique or skew if they are not.
Parallel projections are popular in technical applications since the parallelism of an object’s
lines and faces are preserved, and direct measurements can be taken from the image. Among
the parallel projections, orthographic projections are the most realistic and are commonly
used by engineers whereas certain types of oblique projections such as cavalier projection,
military projection are very simple to implement and are used to create quick and informal
pictorials of objects.
Characteristics Of Parallel Projection

1. There are two types of parallel projection, that is, orthographic and oblique parallel
projection.
2. Parallel projection can give an accurate view of the object.
3. Parallel projection represents the object in a different way like a telescope.
4. Parallel projection does not form a realistic view of the object.
5. In parallel projection, the distance of the object from the center of projection is
infinite.
6. Projector in parallel projection is parallel.
7. Parallel projection can preserve the relative proportion of an object.
8. The lines of parallel projection are parallel.

Perspective projection:

A perspective projection can be described as the projector lines (lines of sight) that converge
at the centre of projection, which results in many visual effects of an object.  Perspective
projection depends on the relative position of the eye and the view plane.  A perspective
projection of an object is often considered more realistic than a parallel projection since it
nearly resembles human vision and photography.
An important property of perspective projection is that it preserves straight lines; this allows
us to project only the end-points of 3D lines and then draw a 2D line between the projected
endpoints.
Characteristics Of Perspective Projection

1. Types of perspective projection include one-point, two-point and three-point


perspective projection.
2. Perspective projection cannot give an accurate view of the object
3. Perspective projection represents the object in three dimensional way
4. Perspective projection forms a realistic picture of the object
5. In perspective projection, the distance of the object from the center of projection is
finite.
6. Projector in perspective projection is not parallel.
7. Perspective projection cannot preserve the relative proportion of an object
8. The lines of perspective projection are not parallel

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