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CGMA QP 2019

1. What is computer Graphics?

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.

2. What is a video controller?Explain

A video controller, also known as a graphics controller or display controller,


manages the display of visual information on a monitor or screen. It processes
data from the computer's CPU and sends signals to the monitor, controlling
aspects like resolution, color depth, and refresh rate. The controller converts
digital data into analog or digital signals that the monitor can interpret, enabling
the user to view images, videos, and graphical content.

3.What is pixel and frame buffer?


A pixel is the smallest controllable element of a digital image. It represents a single
point in a raster image, containing color and brightness information. Pixels are
arranged in a grid pattern, with each pixel having its own coordinates and color
value.
A frame buffer is a portion of computer memory used to store pixel data for
displaying images or frames on a screen. It holds the current image being
displayed, with each pixel represented by data specifying its color and intensity.
The frame buffer is continuously updated to refresh the display and create the
illusion of motion in animations or videos.

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.

6.Explain Raster and Random scan display system.


Raster and random scan display systems are two different methods for generating
images on a screen.
Raster Scan Display System:
In a raster scan system, the display screen is divided into a grid of pixels arranged
in rows and columns. The electron beam in the cathode ray tube (CRT) display
scans the screen horizontally, line by line, from top to bottom, while the intensity
of the beam varies to create different shades of color. This scanning process
is synchronized with the refresh rate of the screen, typically 60 times per second
(60 Hz). As the beam scans each line, pixel data is fetched from the frame buffer
and displayed on the screen. Raster scan systems are commonly used in modern
displays such as LCDs, LEDs, and plasma screens.
Random Scan Display System:
In contrast, a random scan display system does not use a raster grid of pixels.
Instead, it directly draws lines and shapes on the screen as specified by the user
or the computer's graphics hardware. It employs a vector-based approach, where

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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.

7.Explain the. basic rule of animation with example.

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:

1. Entertainment: Computer graphics play a vital role in the entertainment


industry, powering video games, movies, and television shows. They enable
the creation of immersive virtual worlds, lifelike characters, and stunning
visual effects, enhancing storytelling and entertainment experiences.

2. Design and Visualization: Graphics software is widely used in architecture,


interior design, automotive design, and product development to create realistic
3D models, visualize concepts, and simulate environments. It facilitates the
exploration of ideas, iteration of designs, and communication of concepts to
clients and stakeholders.

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.

4. Simulation and Modeling: Graphics software is employed in simulation and


modeling applications for diverse purposes, including weather forecasting,
aerodynamics, fluid dynamics, and robotics. It enables the creation of
accurate simulations and predictive models, supporting research, analysis,
and decision-making processes.

5. Data Visualization: Computer graphics are utilized to represent and analyze


complex datasets visually, making patterns, trends, and relationships easier to
understand. They are employed in fields such as business intelligence,
scientific research, and financial analysis to present data in meaningful and
accessible formats.

Overall, computer graphics serve as powerful tools for creativity, communication,


problem-solving, and decision-making across a wide range of industries,
contributing to innovation and advancement in various fields.

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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

11.Find 3 * 3 homogeneous transformation ma transform square ABCD into


another square A' * B' * C' * D' . Side of the original square = 2, coordinate of
point A(20, 10) Draw a final transformation graph paper.

https://youtu.be/59Wg2VMFMs8?feature=shared

To find the 3x3 homogeneous transformation matrix to transform square ABCD


into another square A' * B' * C' * D', we need to perform several steps:

1. Translate point A to the origin.

2. Rotate the square.

3. Scale the square.

4. Translate the square back to its original position.

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Let's go through these steps:

1. Translate point A to the origin:

We need to translate by (-20, -10) to move point A to the origin.

\[ T_1 = \begin{bmatrix} 1 & 0 & -20 \\ 0 & 1 & -10 \\ 0 & 0 & 1 \end{bmatrix} \]

1. Rotate the square:

Since we're transforming a square, we can rotate it about the origin by any angle.
Let's rotate it by 45 degrees counterclockwise.

\[ R = \begin{bmatrix} \cos(45^\circ) & -\sin(45^\circ) & 0 \\ \sin(45^\circ) &


\cos(45^\circ) & 0 \\ 0 & 0 & 1 \end{bmatrix} \]

1. Scale the square:

We need to scale the square with a factor of 2, so we'll have:

\[ S = \begin{bmatrix} 2 & 0 & 0 \\ 0 & 2 & 0 \\ 0 & 0 & 1 \end{bmatrix} \]

1. Translate the square back to its original position:

We need to translate by (20, 10) to move the square back to its original position.

\[ T_2 = \begin{bmatrix} 1 & 0 & 20 \\ 0 & 1 & 10 \\ 0 & 0 & 1 \end{bmatrix} \]

Now, we can combine all these transformations into one matrix:


\[ M = T_2 \times S \times R \times T_1 \]

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!

12.Define and compare the bezier curve and Bspline curve.

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 Bezier curve is a parametric curve that is defined by a set of control


points.

It was developed by Pierre Bézier in the 1960s for designing automobile


bodies at Renault.

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.

Bezier curves are relatively simple to understand and compute.

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:

A B-spline (Basis-spline) curve is also a parametric curve, but it is defined


by a set of control points and a knot vector.

The knot vector determines how the control points influence the curve.

B-spline curves were developed as a generalization of Bezier curves and


were introduced by Isaac Jacob Schoenberg in the 1940s.

B-spline curves provide more flexibility in shaping complex curves


compared to Bezier curves.

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.

B-spline curves are widely used in CAD and computer graphics


applications for modeling complex shapes and surfaces.

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Comparison:

Degree of Curve:

Bezier curves are typically cubic (degree 3), although they can have
higher degrees.

B-spline curves can have any degree, providing more flexibility in


designing curves and surfaces.

Control Point Influence:

In Bezier curves, each control point directly influences the curve segment
between the adjacent control points.

In B-spline curves, the influence of each control point is determined by the


knot vector, allowing for more local control.

Flexibility:

B-spline curves offer more flexibility in shaping complex curves without


affecting other parts of the curve.

Bezier curves are less flexible in this regard, as changes to control points
can affect the entire curve.

Smoothness:

Both Bezier and B-spline curves can be designed to be smooth, but B-


splines offer more control over the smoothness due to their knot vector.

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

(b) Cohen-Sutherland line clipping algorithm

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(c) Window and view port
(d) Polygon

Sure, here are short notes on three of the topics:


(a) CRT (Cathode Ray Tube):

CRT is a technology used in older computer monitors and television sets.

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.

(b) Cohen-Sutherland Line Clipping Algorithm:

Cohen-Sutherland algorithm is a line clipping algorithm used in computer


graphics.

It efficiently determines which line segments to display and which to discard


based on clipping windows.

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.

By using binary codes to represent the endpoints of line segments, it quickly


identifies the segments to be clipped.

Cohen-Sutherland algorithm is widely used for line clipping due to its


simplicity and effectiveness.

(c) Window and Viewport:

In computer graphics, a window defines a portion of the virtual world that is to


be displayed on the screen.

The window specifies the region of interest in the world coordinates.

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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.

This mapping includes scaling, translation, and possibly rotation, to ensure


that the contents of the window are correctly displayed on the screen.

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:

Definition: A polygon is a two-dimensional shape formed by a finite number of


straight line segments. These segments, called edges or sides, enclose a
region of space known as the polygon's interior.

Characteristics:

Polygons are characterized by the number of sides they have. For


example, a triangle has three sides, a quadrilateral has four sides, and so
on.

The angles formed by the intersection of consecutive sides are called


vertices. A polygon has as many vertices as it has sides.

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.

Regular Polygon: A polygon with all sides and angles equal.

Irregular Polygon: A polygon that does not have all sides and angles equal.

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