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Computer graphics is a field of computer science that deals with creating and
manipulating visual content using computers. This can include everything from
creating simple images and diagrams to complex 3D animations and virtual reality
environments. It's the technology behind the visuals you see in video games,
movies, and on websites.
4.What is Flickering?
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Flickering refers to the rapid and repetitive changes in brightness or intensity of a
visual display, typically seen as an undesirable effect. It occurs when the display
refresh rate is too low, causing visible fluctuations in brightness, particularly
noticeable when viewing moving images or scrolling content. Flickering can lead
to eye strain, headaches, and discomfort for viewers. It's often mitigated by
increasing the display's refresh rate or using techniques like double buffering to
ensure smoother and more consistent visuals.
5.What is multimedia?
Multimedia refers to content that combines different types of media, like text,
images, audio, video, and animations, into a single presentation. It enhances
communication by appealing to multiple senses simultaneously. For example, a
website might include text articles, images, audio clips, and videos to provide a
rich user experience. Multimedia is used in various fields such as entertainment,
education, advertising, and presentations, allowing for more engaging and
interactive communication.
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the electron beam moves to specific points on the screen to draw lines and
shapes, rather than scanning the entire screen sequentially. This method is well-
suited for generating high-quality graphics and precise shapes, making it popular
in applications like CAD (Computer-Aided Design) systems and medical imaging
devices. However, random scan systems are less common in consumer displays
due to their higher cost and complexity compared to raster scan systems.
At the core of animation lies the principle of bringing static elements to life
through the illusion of motion. The fundamental rule of animation is to create
smooth and believable movement by simulating how objects behave in the real
world. This involves understanding key principles such as timing, spacing, and
motion arcs.
Timing refers to the speed and rhythm of movement, determining how quickly or
slowly objects transition from one pose to another. Proper timing ensures that
actions feel natural and coherent, capturing the essence of weight and
momentum.
Spacing involves the distribution of poses over time, dictating the distance and
trajectory of movement between keyframes. By adjusting spacing, animators can
control the acceleration and deceleration of objects, creating dynamic and visually
appealing motion.
Motion arcs refer to the curved paths that objects follow during movement,
mimicking the natural trajectories observed in real-life motion. By adhering to
motion arcs, animations appear smoother and more organic, enhancing realism
and believability.
For example, consider the bouncing ball animation. To adhere to the basic rules of
animation, the ball's movement should exhibit proper timing, with faster motion
during descent and slower motion at the apex of the bounce. Spacing should be
adjusted to create smooth acceleration and deceleration, while motion arcs ensure
that the ball follows a realistic trajectory as it rises and falls. By applying these
principles, animators can create compelling and immersive animations that
captivate audiences.
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8.Explain the uses of computer graphics?
Computer graphics find extensive application across various industries and
domains due to their versatility and capability to represent visual data effectively.
Some common uses include:
3. Education and Training: Computer graphics are valuable tools for educational
purposes, enabling interactive learning experiences, simulations, and virtual
laboratories. They aid in visualizing complex concepts, enhancing
understanding, and providing hands-on training in various fields such as
medicine, engineering, and science.
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9.Write down and explain the mid-point circle drawing algorithm. Assume 10 cm
as the radius and co-ordinate origin as the centre of the circle.
https://youtu.be/Z3VHeNJw9t8?feature=shared
10.What’s the basic concept of line drawing? Explain Bresenham’s line. algorithm
to draw a line between any. two end points.
https://youtu.be/nLJzeIXBHS8?feature=shared
https://youtu.be/59Wg2VMFMs8?feature=shared
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Let's go through these steps:
\[ T_1 = \begin{bmatrix} 1 & 0 & -20 \\ 0 & 1 & -10 \\ 0 & 0 & 1 \end{bmatrix} \]
Since we're transforming a square, we can rotate it about the origin by any angle.
Let's rotate it by 45 degrees counterclockwise.
We need to translate by (20, 10) to move the square back to its original position.
You can compute the values for \( M \), and then apply it to the original square
vertices to find the coordinates of the transformed square.
Unfortunately, I can't draw the graph paper here, but you can use the computed
transformation matrix to plot the points of the original square and its transformed
version on graph paper. Let me know if you need further assistance!
Bezier curves and B-spline curves are both widely used in computer graphics and
CAD (Computer-Aided Design) applications for creating smooth curves. However,
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they have different properties and characteristics. Let's define each and then
compare them:
1. Bezier Curve:
A cubic Bezier curve is the most common type, defined by four control
points.
Higher degree Bezier curves are also possible, with more control points.
They are often used for simple shapes and curves due to their ease of use
and intuitive control.
Bezier curves are typically not very flexible in modifying the curve's shape
locally without affecting other parts of the curve.
2. B-spline Curve:
The knot vector determines how the control points influence the curve.
They allow for local control over the curve without affecting the entire
curve.
B-spline curves can be of any degree, and different degrees offer different
levels of smoothness and flexibility.
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Comparison:
Degree of Curve:
Bezier curves are typically cubic (degree 3), although they can have
higher degrees.
In Bezier curves, each control point directly influences the curve segment
between the adjacent control points.
Flexibility:
Bezier curves are less flexible in this regard, as changes to control points
can affect the entire curve.
Smoothness:
In summary, Bezier curves are simpler and easier to understand, while B-spline
curves provide more flexibility and control, especially for designing complex
curves and surfaces.
13.
Write short notes on any three of the following:
(a) CRT
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(c) Window and view port
(d) Polygon
It consists of a vacuum tube with an electron gun that emits electrons towards
a phosphorescent screen, creating an image.
The electron beam scans across the screen horizontally, line by line,
illuminating phosphors to create pixels.
CRT monitors were widely used before LCD and LED displays became
prevalent due to their bulkier size and higher power consumption.
It divides the 2D space into nine regions using a bounding box and identifies
line segments that lie entirely inside, entirely outside, or intersecting the
clipping window.
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Viewport, on the other hand, defines the region of the screen where the
contents of the window will be displayed.
Transformations are applied to map the coordinates from the window to the
viewport.
Window and viewport settings are crucial for defining what part of a scene will
be visible to the user and how it will be presented.
(d) POLYGON
A polygon is a geometric shape that consists of a sequence of straight edges (line
segments) connected to form a closed loop. Here's a short note on polygons:
Characteristics:
Regular polygons have equal side lengths and equal interior angles.
Examples include equilateral triangles, squares, and hexagons.
Types of Polygons:
Convex Polygon: All interior angles are less than 180 degrees, and any line
segment drawn between two points inside the polygon lies completely
inside the polygon.
Concave Polygon: At least one interior angle is greater than 180 degrees,
causing the polygon to "cave in" on itself.
Irregular Polygon: A polygon that does not have all sides and angles equal.
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