You are on page 1of 19

OM SAKTHI

ADHIPARASAKTHI COLLEGE OF ENGINEERING


G.B.NAGAR, KALAVAI – 632 506
(Approved by AICTE New Delhi & Affiliated to Anna
University)

Phone : 04173 – 242089, 584, 648 E-mail:


apce501@gmail.com
Web site : www.apce.in

DEPARTMENT OF INFORMATION TECHNOLOGY

CS8092-COMPUTER GRAPHICS AND MULTIMEDIA


III YEAR / VI SEMESTER
QUESTION BANK

SUBJECT INCHARGE HOD PRINCIPAL


OM SAKTHI
ADHIPARASAKTHI COLLEGE OF ENGINEERING, G.B. NAGAR, KALAVAI – 632 506.
DEPARTMENT OF INFORMATION TECHNOLOGY
QUESTION BANK
SUB CODE & SUBJECT: CS8092-COMPUTER GRAPHICS AND MULTIMEDIA
YEAR/SEMESTER : THIRD YEAR/ SIXTH SEMESTER ECE

UNIT I ILLUMINATION AND COLOR MODELS


PART-A

1. Classify the nature of line primitive in graphics.


2. What do you mean by ‘color model’?
3. What is scan conversion?
4. What is the difference between Bresenham’s and DDA line drawing Algorithm?
5. What do you infer by complementary colors and primary colors?
6. Point out, how Y,I,Q represent in YIQ color model?
7. Applying DDA algorithm to rasterize the line from (0,0) to (6,7)
8. Assess flat shading.
9. Applying the use of error term in Bresenham’s line drawing algorithm?
10. Write the conversion matrix of CMY to RGB representation.
11. What would you Understanding the Octant symmetry of a circle?
12. How to create dithered image?
13. Identify any two attributes of a line?
14. What do you understand about chromaticity?
15. Define persistence
16. Infer the working principle of Raster-Scan System.
17. Differentiate aliasing and antialiasing?
18. Creating a line from (10,12) to (15,15) on a raster screen using Bresenham’s straight line algorithm.
19. What is meant by ambient reflection.
20. Conclude about light diffusion.

PART-B
1. (i) Describe about the properties of a circle. (7) (ii) Describe pen and brush attribute options. (6)
2. Describe about the Bresenham’s ellipse drawing algorithm. (13)
3. Using midpoint circle algorithm calculate the pixel that will be put ON for an origin center at (4,5)
of a circle with radius 4.
4. (i)Compare and contrast between the RGB and CMY color models(7) (ii)Summarize about CIE
color model. What are its advantages? (6)
5. (i)Discuss about the properties of light. (7) (ii)Interpret light sources in detail. (6)
6. (i)Depict and discuss the HSV and HLS color models in detail. (7) (ii)Discuss briefly on standard
primaries and chromaticity diagram. (6)
7. Make a detailed comparison of all color models. (13)
8. Explain in detail about halftone patterns and dithering techniques in detail. (13)
9. . Explain attributes of output primitives. (13)
10. Illustrate the basic illumination model in detail. (13)
11. Write a short notes on RGB and HSV color models. (13)
PART-C
1. Explain the basic concepts of Midpoint ellipse algorithm. Apply the decision parameter for
the algorithm and write down the algorithm steps. (13) What are the advantages
multiprocessor [Nov/Dec 2019]
2. Consider the line from (0,0) to (-8,-4).Use general Bresenham’s line algorithm to rasterize this line.
Evaluate and tabulate all the steps involved . (15)
3. (i) Explain different light source models with illustration (6) (ii) Explain the following 1.Ambient
illumination (3) 2.Diffuse Reflection. (3) 3.Specular reflection. (3)
4. Write down and explain the midpoint circle drawing algorithm. Assume 10 cm as the radius and co-
ordinate origin as the centre of the circle.
5. Explain about additive and subtractive color models in detail. (15)

UNIT II TWO DIMENSIONAL GRAPHICS


PART-A
1. List out the basic geometric transformation.
2. What is point clipping and line clipping? What do you mean by clipping?
3. Give the final coordinates of a unit square ABCD with vertex A placed on the origin after applying a
uniform scaling of 2 units with respect to the centre of the square.
4. Point out, how you will clip a point
5. Define - View Up Vector
6. Evaluating the effect of scaling factor Sx= 2 1 and Sy= 2 1 on a given triangle ABC whose co-ordinates
are A=[4,1], B=[5,2],C=[4,3]
7. Outline viewing pipeline.
8. What is the effect of inverse transformations?
9. Write down shear transformation.
10. Define text clipping.
11. Apply the equation for homogeneous transformation.
12. What is composite transformation?
13. What is curve clipping?
14. Identify the need of homogeneous coordinates?
15. Distinguish between window and viewport?
16. Design transformation matrix for reflection with respect to the line y=x
17. A Polygon has 4 vertices loaced at A(20,10),B(60,10),C(60,30), d(20,30) Create a Transformation
matrix to double the size of the polygon with point A located at the same place.
18. Is Sutherland Cohen line clipping algorithm applicable to any type of window?Justify.
19. Apply the role of region code.
20. Differentiate uniform scaling from differential scaling.

PART-B
1. (i).Describe 2D geometric transformations. (7) (ii).Show that two successive reflections about the
coordinate axes is equivalent to a single rotation about the coordinate origin. (6)
2. (i)Discuss about matrix representation and homogeneous coordinates(7)
(ii)Give composite transformation for translation and rotation(6)
3. Illustrate with example the available two dimensional geometric transformations. (13)
4. (i)Scale a square ABCD A(0,0) , B(3,0),C(3,3),D(0,3) three units in X direction and three units in Y
direction.(7) (ii)Explain the brief notes on pivot point rotation of an object.(6)
5. Construct a triangle ABC whose coordinates are A(1,1), B(5,2) and C(4,3) i. Reflect the given
triangle about X axis ii. Reflect the given triangle about Y axis iii. Reflect the given triangle about
Y=X axis iv. Reflect the given triangle about X =Y axis In each case find the Coordinates of
reflected triangle. (13)
6. (i)What are the stages involved in 2D viewing transformation pipeline? Describe briefly about each
stage.(7) (ii)Describe in detail about viewing coordinate reference frame.(6)
7. (i)List and Explain 2D viewing functions. (7) (ii)Compare between window port and view port.(6)
8. Analyze the window to viewport coordinate transformation.(13)
9. (i) Show the different types of clipping operations with neat diagram.(10)
(ii) Write short notes on exterior clipping. (3)
10. (i) Explain Cohen-Sutherland line clipping with example. (7) (ii) Summarize the notes on clipping
against rectangular boundaries. (6)
11. (i)Examine the Sutherland Hodgeman polygon clipping algorithm with example. (7) (ii)Explain the
possible relationships between the line positions and a standard rectangular clipping region.(6)
12. (i) Explain in brief on point and curve clipping. (7) (ii) Point out about text clipping techniques. (6)
13. Use Cohen Sutherland algorithm to clip the line P1(70,20) and p2(100,10) against a window lower
left hand corner (50,10) and upper right hand corner(80,40) . (13)

PART-C
1. Explain about Composite transformation in general and Explain the following with matrix
representation: (i) Two Successive Translation. (3) (ii) Two Successive Rotations. (3) (iii) Two
Successive Scaling. (3) (iv) General Pivot Point Rotation. (3) (v) General Fixed Point Scaling. (3)
2. Perform a 45 rotation of triangle A(0,0), B(1,1),c(5,2) about p(-1,-1). (15 M)
(NOV/DEC 2016)
3. (i)Translate a square with the coordinate A(0,0),B(3,0),C(3,3),D(0,3) by 2 units in x and y directions.
(7) (ii) Scale the polygon with coordinates A(2,5),B(7,10,C(10,2) by two units in x direction 2 units
in Y direction.(8)
4. Explain with neat diagram of Processing the vertices of the polygon through the boundary clipping
pipeline using Sutherland Hodgeman polygon clipping algorithm.(15)
5. At R be Rectangular window whose lower left head corner is at L(-3,1) and upper right head corner
is at R(2,6). Find the region codes for the endpoints A(-4,2),B(-1,7),C(-1,5),D(3,8),G(1,- 2),H(3,3),I(-
4,7) and J(-2,10). (15)

UNIT III -THREE-DIMENSIONAL GRAPHICS


PART-A
1. Define Quadratic surface.
2. What is blobby object.
3. How do you represent sphere in three dimensions?
4. List the classifications of visible surface detection algorithm.
5. Define Uniform B-Spline curve with example.
6. Compare orthographic and oblique parallel projections.
7. Formulate the single point perspective projection transformation matrix when projectors are placed
on Z-axis.
8. Classify the common representation in solid modeling technique.
9. Differentiate: Parallel and perspective projections.
10. What do you infer about polygon surface?
11. Construct the 3D viewing pipeline.
12. Define Polygon Tables.
13. What is meant by Backface Culling?
14. How do we identify the principal vanishing point?
15. Differentiate oblique and orthogonal projection.
16. Prepare the need for modeling transformations?
17. List the advantages of B - spline over Bezier curve?
18. Compare the advantage of B-spline over Bezier curve.
19. What is the use of control point?
20. Outline about viewing operation?

PART-B
1. With suitable examples describe 3D transformations (i)Rotation .(7) (ii)Translation.(6)
2. Write short notes and analyse on the list given below (i)Polygon surfaces and Curved line surfaces .(7) (ii)
Quadric surfaces. (6)
3. With suitable examples discuss the following (i)Reflection and Scaling. (7) (ii) Shearing.(6)
4. (i)Describe B spline and Bezier surfaces. (7) (ii)Tabulate the advantages and disadvantages of B spline
surfaces over Bezier surfaces. (6)
5. (i)Explain and illustrate three dimensional display methods with example.(7) (ii) Illustrate Blobby objects
and examples.(6)
6. (i) Describe in brief parallel projections with examples. (7) (ii)Describe in brief perspective projections
with examples.(6)
7. Explain and analyse on Clipping in 3D for the following (i)Normalized view volumes and Viewport
clipping. (7) (ii)Clipping in homogeneous coordinates .(6)
8. Describe on the following visible surface detection methods. (i) Depth –Buffer method and A-Buffer
method.(7) (ii)Back face detection.(6)
9. i)Show the general characteristics of B spline curves. (7) ii)Demonstrate uniform and cubic periodic B
splines curves. (6)
10. Given the plane parameters A,B,C,D for all surfaces of an object, device and algorithm to determine
whether any specified points is inside or outside the object. (13).
11.What are the two advantages of B-splines over Beizer curve? Briefly explain how curves are generated
using B-spline function and properties of B-Spline curves.(13)
12. Evaluate the 3D transformation matrix rotation about an arbitrary axis and arbitrary plane.(13)
13. Explain different types of projection in detail and also explain the perspective projection for projecting
3D objects on a 2D surface.(13)
14. Explain and illustrate the various representation schemes and types of spline.(13)

PART-C
1. (i)Derive transformation matrix for rotating any object about an axis passing through the origin and
point (10,0,10). (8) (ii)Derive the oblique projection matrix and apply it to find the transformation for
cavalier projection with θ=45o and cabinet projectionθ=30o .(7)
2. Construct three dimensional transformations with example.(15)
3. Determine the blending function for uniform periodic B-Spline curve for n=4 , d=4. (15)
4. Compare parallel projections from perspective projections.(15)
UNIT IV MULTIMEDIA SYSTEM DESIGN & MULTIMEDIA FILE HANDLING
PART A

1. Write short notes on multimedia element.


2. What is meant by multimedia database and list out its characteristics
3. Show the basic objects of multimedia.
4. Point out basic objects of multimedia systems?
5. Write about how are image annotation useful for information systems?
6. Show the data objects used in multimedia system?
7. Classify the methods of defining objects for multimedia systems.
8. Assess the challenges in multimedia databases.
9. Give the uses of GIS Map.
10. Relate the preferred database management systems for multimedia data.
11. Define lossy compression.
12. Rearrange the types of file formats standards for data?
13. Define entropy encoding.
14. Define quantization.
15. Point out the types of voice recognition systems?
16. Compare the characteristics of lossy and lossless compression technique.
17. Write about disk spanning?
18. Conclude the role compression in multimedia.
19. Show the requirements of Full- Motion video Controller.
20. Express in short about Run length encoding?

PART: B
1. Describe in detail about multimedia database.(13)
2. What are the evolving technologies for multimedia systems? Explain them. (6) (ii) Describe
multimedia system architecture of a multimedia workstation environment. (7)
3. Discuss multimedia applications in detail. (13)
4. (i)Show how to define objects for multimedia system.(7) (ii)Illustrate short notes on multimedia
data interface standards.(6)
5. How will you design the network architecture for multimedia systems? Explain(13)
6. Derive the issues involved in multimedia storage and retrieval.(13)
7. (i)What are the types of compression available in multimedia? Explain any two types of
compression technology.(7) (ii)Describe about Digital audio and voice in multimedia I/O
technologies.(6)
8.(i)Contrast TIFF fill structure and RIFF fill structure.(7) (ii)Discuss CCITT group of compression
standards in detail. (6) BTL 2 Understanding
9. Explain how does RAID technologies help in efficient storage and retrieval of multimedia data?
(13) BTL 1 Remembering 10. Give a detailed summary of MIDI. (13)
11. Illustrate briefly about WORM technology. How does a magneto optical technology differ from
WORM technology? (13)
12.(i)Explain the MPEG encoder with sequence of events for MPEG.(8) (ii) Explain CGA in detail.(5)
13. (i)Explain briefly about multimedia I/O technologies.(7) (ii)Explain briefly about types of voice
recognition system.(6)
PART-C

1. Develop a simple multimedia application that receives one of the biometrics of an employee and
announces the status of matching with the records along with suitable displays.(15)
2. Explain How a multimedia application used in your current college or work environment.(15)
[Apr/May 2017]
3. Write in detail about JPEG Compression standard.(15)
4. Examine a TIFF file Creating by a graphics package and identify the tags in it. Does this packets
follow the TIFF5 or TIFF6 standards.(15)

UNIT V - HYPERMEDIA
PART-A
1. What is meant by multimedia authoring system?
2. What is Simulation loop?
3. Classify the characteristics of Document store?
4. Define Large Capacity file system.
5. Prepare the list of any four kinds of user interface development tools.
6. Define video panning.
7. What are the functions of an object request broker in managing distributed multimedia objects?
8. Formulate the essential steps needed for designing a good hypermedia system.
9. List the pros and cons of linking and embedding multimedia objects?
10. What are the design issues in Gesture recognition?
11. What is meant by Dedicated Authoring systems.
12. Classify the components of a distributed multimedia application.
13. Give the standard types of multimedia object servers.
14. Express in short about Premixing?
15. Design an object identification scheme for a wide area multimedia application.
16. Analysing the needs for distributed multimedia systems.
17. Compare distributed system with multimedia system.
18. Evaluating the need for integrated document management.
19. Compare the performances of high speed LAN’s for multimedia data transfer.
20. Classify common navigation modes?

PART B

1. Explain the types of multimedia authoring systems and list the main attribute, benefits and
drawbacks of authoring systems.(13)
2. (i) Explain the various types of database replication techniques used in handling very large
distributed databases.(7) (ii)Explain about the Hypermedia Message Components.(6)
3. Write a short notes on following: (i)Explain about Mass storage for multimedia servers.(8)
(ii)Explain in detail about Multiserver network topologies.(5)
4. (i)What is editing features? Analyze it briefly.(7) (ii)Explain Integrated multimedia message
standards.(6)
5. (i)Explain the MAPI Architecture in detail.(7) (ii)Point out about application software.(6)
6. (i) Generalize full motion video authoring system.(8) (ii)Explain the process of creating
hypermedia messages.(5)
7. (i) Describe the common forms of navigation for information access. (7) (ii) Explain any two
components of a typical multimedia application environment.(6)
8. Illustrate about distributed multimedia systems.(13)
9. (i)Discuss in brief about hypermedia linking and embedding.(7) (ii)Give in detail about transaction
management for distributed multimedia database systems.(6)
10. (i)Describe about the popular user interface design metaphors.(7) (ii)List out and define briefly
about playback issues for image , audio and video objects.(6)
11. (i)Chart the navigation through an application for editing a hypermedia mail message. What menu
items are required for this application? Can the user customize this sequence?(7) (ii)Describe
Hypermedia messaging.(6)
12. (i)Describe mobile messaging.(7) (ii)Compare multimedia system and hypermedia system.(6)
13. Show the features and facilities incorporated in any one of the integrated document management
system.(13)
14. Write short notes on (i) Object Revision Management (4) (ii) Components of a distributed
multimedia system (4) (iii) Metaphors for multimedia applications. (5)

PART-C

1. How would you address the requirements for dynamic customization of display resolution to suite the
destination system on which an object is being rendered? What happens if the resolution of the display
device is higher than the resolution of the stored object.(15)
2. How does video conferencing related to hypermedia messaging? What are the implications of
building a system where the user starts with video conferencing and switches to integrated stored
messaging.(15)
3. Develop a design scheme for automatic load balancing of video objects in a cross enterprise wide
area network. What are the main design issues that must be addressed.?(15)
4. Develop a model with basic shapes, shading and texturing using BLENDER.(15)
UNIT-I
1. Define Computer graphics.

Computer graphics remains one of the most existing and rapidly growing computer fields.Computer
graphics may be defined as a pictorial representation or graphical representation of objects in a
computer.

2. Define refresh buffer/frame buffer.

The memory area where in picture definition is stored is called Refreshbuffer. This memory area holds
the set of intensity values for all the screen points. On a black and white system with one bit per pixel,
the frame buffer is called a bitmap.

3. What is pixel?
Each screen point in a monitor is called a pixel/pel. It is also called picture element.

4. Define aspect ratio.

It is a property of video monitors. This number gives the ratio of vertical points to horizontal points
necessary to produce equal-length lines in both directions on the screen.

5. What is Output Primitive?

Basic geometric structures that describe a scene are referred to as Output Primitives. Points and straight
lines segments are the simplest geometric components of pictures. Additional output primitives that can
be used to construct a picture include circles and other conic sections, quadric surfaces, spline curves
and surfaces, polygon color areas, and character strings.

6. What is DDA?

The Digital Differential Analyzer is a scan-conversion line algorithm based on calculating either
difference in y-coordinate (dy) or difference in x-coordinate. We sample the line at unit intervals in one
coordinate and determine corresponding integer values nearest the line path for the other coordinate.

7.What are the disadvantages of DDA algorithm?

Round-off error in successive additions of the floating-point increment can cause the calculated pixel
positions to drift away from the true line path for long line segments.

Rounding operations and floating-point arithmetic in procedure are still time-consuming.

8. What is attribute parameter?


Any parameter that affects the way a primitive is to be displayed is referred to as an attribute
parameter.
9. What are the basic line attributes?

Basic attributes of a straight line segment are its type, its width, and its color. 10. What is meant by
aliasing?

The distortion of information due to low frequency sampling (Under sampling) is called aliasing. We
can improve the appearance of displayed raster lines by applying antialiasing methods that compensate
for the under sampling process.

11. Define Translation.

A translation is applied to an object by repositioning it along a straight line path from one coordinate
location to another. We translate a two-dimensional point by adding translation distances, tx and ty, to
original coordinate position (x, y) to move the point to a new position (x', y'). x' = x + tx, y' = y + ty.
The translation distance pair (tx, ty ) is called a translation vector or shift vector.

12. Define Rotation.


A 2-D rotation is applied to an object by repositioning it \along a circular path in the xy plane.

13. Define Scaling.

A scaling transformation alters the size of an object. This operation can be carried out for polygons by
multiplying the coordinate values (x,y) of each vertex by scaling factors sx and sy to produce the
transformed coordinates ( x', y' ). x' = x. sx, y' = y. sy.

14. Define Reflection.

A Reflection is a transformation that produces a mirror image of an object. The mirror image for a 2D
reflection is generated relative to an axis of reflection by rotating the object 180 degree about the
reflection axis.

15. Define Shear.

A transformation that distorts the shape of an object such that the transformed shape appears as if the
object were composed of internal layers that had been caused to slide over each other is called a shear.

16. Define Window.


A world-coordinate area selected for display is called a window

17. Define view port.


An area on a display device to which a window is mapped is called a view port.

18. What is viewing transformation?

The mapping of a part of a world-coordinate scene to device coordinates is referred to as viewing


transformation.
19. Define Clipping.

Any procedure that identifies those portions of a picture that are either inside or outside of a specified
region of space is referred to as a clipping algorithm or simply clipping. The region against which an
object is clipped is called a clip window.

20 What are the types of Clipping?

Point clipping

Line clipping

Area clipping

Curve clipping

Text clipping

21.What is the purpose of presentation graphics?

Presentation graphics is used to produce illustrations for reports or to generate 35-mm slides or
transparencies for use with projectors. Presentation graphics is commonly used to summarize financial,
statical, mathematical, scientific, and economic data for research reports, managerial reports, consumer
information bulletins, and other types of reports.

22. What is frame buffer?

Picture definition is stored in a memory area called frame buffer or refresh buffer.

1.What is the shading model?

The shading model attempts to model how light that emanates from light sources would interact with
objects in a scene. The shading model dictates how light is scattered or reflected from a surface

2.What is known as black body?

If all of the incident light is absorbed, the object appears black and is known as a blackbody.

3.State Lamber’s Law?


The relationship between brightness and surface orientation is called lamber’s law.

4.What are the three types of light contributions? Diffuse


Specular

Ambient

5.What are the two types of smooth shading? The 2 types of smooth shading are

Gouraud shading

Phone shading

6.What is called Phong shading?

Greater realism can be achieved, to highlights on shiny objects, by a better approximation of the normal
vector to the face at each pixel. This type of shading is called phong shading.

7.What is called texels?

Textures are formed bitmap representations of images. Such representation consists of an array, such as
texture [c] [r], of color values called texels.

8.What is the use of glGetUniformLocation function?

The glGetUniformLocation function is used to retrieve the locations of some uniform variables that are
defined in the shaders.

9.Mention the types of shader? GL_VERTEX_SHADER

GL_FRAGMENT_SHADER
GL_DELETE_SHADER

GL_ATTACH_SHADER

10.Write down the function of texture(s,t)?


The function texture (s,t) accesses “samples” in the array, as in the code,

Color3 texture(float s, float t)

Return txtr[(int)(s*c)][(int)(t*R)];

}
11.What is the visible intensity?
The visible intensity I is set equal to the texture value at each spot.

I= texture(s,t)

12.What is the use of glTexCoord2f() function?

The function glTexCoord2f() is used to associate a point in texture space, Pi=(si,ti) with each vertex Vi
of the face.

13.Write down the OpenGL command to define a quadrilateral face. glBegin(GL_QUADS);//define a


quadrilateral face glTexCoord2f(0.0,0.0); glVertex3f(1.0,2.5,1.5);
glTexCoord2f(0.0,0.6);glVertex3f(1.0,3.7,1.5); glTexCoord2f(0.8,0.6);glVertex(2.0,3.7,1.5);
glTexCoord2f(0.8,0.0);glVertex3f(2.0,2.5,1.5); glEnd();

14.Give the basic idea of reflection Mapping.

The reflection mapping can significantly improve the realism of pictures especially animations. The
basic idea is to see reflections in an object thet suggest the “world”
surrounding thet object.

5.What is called a shadow buffer?

An auxiliary second depth buffer,called a shadow buffer,is employed for each light source. It contains
depth picture for the scene from the point of view of the light source.

16.What does sliding means?

Sliding means to move the camera along one of its own axes,(ie) in the u,v or n directions,without
rotating it.
17.Write down the syntax for glFramebufferRenderbufferEXT(). Void
glFramebufferRenderbufferEXT(GLenum target,

GLenum attachmentPoint,

GLenum renderbufferTarget,

GLuint renderbufferId);

18.What is the function of glCheckFramebufferStatusEXT()?

The glCheckFramebufferStatusEXT() validates all its attached images and framebuffer parameters on
the currently bound FBO. And, this function cannot be called within glBegin()/glEnd() pair.

19.Write down the syntax for glGetRenderbufferParameteriveEXT().


Void glGetRenderbufferParameterivEXT(GLenum target, GLenum param, Glint* value);
20.List out some of the rules of FBO completeness.
The width and height of framebuffer-attachable image must be not zero

FBO must have at least one image attached

All images attached a FBO must have the same width and height

All images attached the color attachment points must have the same internal format.

UNIT-II
1. Categorize the 3D representations?
Boundary representation (B-reps) and space-partitioning representations.

2. What Boundary representation?

It describes a 3D object as a set of surfaces that separate the object interior from the environment. e.g.
polygon facets and spline patches.

3. What space-partitioning representation?

This is used to describe interior properties, by partitioning the spatial region containing an object in to a
set of small, non-overlapping, contiguous solids. e.g. octree.

4. What is Transformation?

Transformation is the process of introducing changes in the shape size and orientation of the object
using scaling rotation reflection shearing & translation etc.

5. What is projection?
The process of displaying 3D objects on a 2D display is called as Projection.

6.What are the types of projection?

Perspective projection Parallel projection

7.What is parallel projection?

In a parallel projection, coordinate positions are transformed to the view plane along parallel lines.

8. What is Perspective projection?


For a perspective projection object positions are transformed to the view plane along lines that converge
to a point called the projection reference point

9. Write short notes on active and passive transformations?

In the active transformation the points x and x| represent different coordinates of the same coordinate
system. Here all the points are acted upon by the same transformation and hence the shape of the object
is not distorted.

In a passive transformation the points x and x| represent same points in the space but in a different
coordinate system. Here the change in the coordinates is merely due to the change in the type of the user
coordinate system.

10. What is scaling?

The scaling transformations changes the shape of an object and can be carried out by multiplying each
vertex (x,y) by scaling factor Sx,Sy where Sx is the scaling factor of x and Sy is the scaling factor of y.

11. What is shearing?

The shearing transformation actually slants the object along the X direction or the Y direction as
required.ie; this transformation slants the shape of an object along a required plane.

12. What is reflection?

The reflection is actually the transformation that produces a mirror image of an object. For this use
some angles and lines of reflection.

13. Distinguish between window port & view port?

A portion of a picture that is to be displayed by a window is known as window port. The display area of
the part selected or the form in which the selected part is viewed is known as view port.

14. Define clipping.

Clipping is the method of cutting a graphics display to neatly fit a predefined graphics region or the
view port.

15. What is covering (exterior clipping)?

This is just opposite to clipping. This removes the lines coming inside the windows and displays the
remaining. Covering is mainly used to make labels on the complex pictures.

16. What is the need of homogeneous coordinates?


To perform more than one transformation at a time, use homogeneous coordinates or matrixes. They
reduce unwanted calculations intermediate steps saves time and memory and produce a sequence of
transformations.

17. Distinguish between uniform scaling and differential scaling?

When the scaling factors sx and sy are assigned to the same value, a uniform scaling is produced that
maintains relative object proportions. Unequal values for sx and sy result in a differential scaling that is
often used in design application

18. What is fixed point scaling?

The location of a scaled object can be controlled by a position called the fixed point that is to remain
unchanged after the scaling transformation.

19.List out the various Text clipping?

ll-or-none string clipping - if all of the string is inside a clip window, keep it otherwise
discards.
ll-or-none character clipping – discard only those characters that are not completely inside the window.
Any character that either overlaps or is outside a window boundary is clipped
Individual characters – if an individual character overlaps a clip window boundary, clip off the parts of
the character that are outside the window.

20.What is the various representation schemes used in three dimensional objects?


Boundary representation (B-res) – describe the 3 dimensional objects as a set of surfaces that separate
the object interior from the environment.

Space- portioning representation – describe interior properties, by partitioning the spatial region
containing an object into a set of small, no overlapping, contiguous solids.

UNIT-III
1. What is color model?

A color model is a method for explaining the properties or behavior of color within some context.

2,List out the properties that are perceive in a light source. Hue

Brightness(luminance)

Purity(saturation)

3.How is the color expressed in XYZ color model? Any color is expressed as C1=XX+YY+ZZ
X,Y, and Z represent vectors in 3D
X,Y, and Z designate the amounts of the standard primaries.

4.What is RGB color model?

The RGB color model is an additive color model in which red,green and blue light is added together in
various ways to reproduce a broad array of colors.

5.How is RGB model represented?

RGB model is represented by a unit cube. The color is expressed as an RGB triplet, each component of
which can vary from 0 to 1
6.What is YIQ color model?

YIQ is the color space used by the National Television System Committee color TV system. It was
designed to separate chrominance from luminance. The Y,I,Q components are assumed to be in the
[0,1] or [0,255] range.

7.How is RGB converted to CMY?

The conversion from RGB to CMY representation is done using the following matrix transformation.

[C M Y]=[1 1 1]-[R G B]

Where [1 1 1]represents white.

8.How is CMY converted to RGB?

The conversion from CMY toRGB representation is done using the following matrix transformation.

[R G B]=[1 1 1]-[C M Y]

Where [1 1 1] represents black.

9.What is HSV color model?

HSV stands for Hue,Saturation and Value. Hue-The color we see(red,green,purple) Saturation-How far
is the color from gray Values(Luminance)-How bright is the color.

10.What does Computer animation refer?

Computer animation refers to any time sequence of visual changes inscene. It display time variations in
object size,color,transparency & surface texture.

11.What is Frame-by-Frame animation?


Frame-by-Frame animation is an animation in which each frame of the scene is separately generated
and stored.

12.What does story board define?

The story board is an outline of the action. It defines the motion sequence as a set of basic events that
are to take place.

13.What is Graphics editor?


The graphics editor allows designing and modifying object shapes, using spline surfaces, constructive
solid geometry methods,or other representation schemes.

14.What is Morphing?
Transformation of object shapes from one form to another is called morphing.

15.What is OPENGL?

OpenGL stands for Open graphics library. OpenGL provides a set of commands to render a 3D scene
i.e., the data is provided in an OpenGL usable form and OpenGL will show this data on the screen.

16.Write down the Skeleton of an event driven program using OpenGL? Void main()

Initialize things

Set the display mode

Create a screen window

Register the call back functions

Perhaps initialize other things

Enter the unending main loop

}
17.Give the format OpenGL vertex command? The OpenGL vertex command
contains
The prefix “gl” indicates a function from the OpenGL library.

The basic command root

The number of arguments being sent to the function


The type of argument.

18.What is the use of glPointSize()?

The glPointSize() is used to set the size of a point which takes one floating point argument.

Syntax

glPointSize(Glfloat size)
where

size specifies the diameter of rasterized points the default is 1.0

19.What is the Modelview Matrix?


The modelview matrix is the CT. It combines the following 2 effects

Modelling tranformations on objects

the transformation that orients and positions the camera in space.

20.What is the Viewport Matrix?


The viewport matrix maps the standard cube into a 3D viewport

Whose x and y values extend across the viewport and whose z component extends from
0 to 1.

You might also like