0% found this document useful (0 votes)
36 views8 pages

Untitled Document

Computer Graphics involves creating and manipulating visual images using computers, with applications in animation, CAD, medical imaging, and more. It includes types like raster and vector graphics, and techniques such as DDA and Bresenham’s algorithms for drawing. Additionally, concepts like transformations, clipping, and shading enhance the realism and functionality of graphics in various fields.
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
0% found this document useful (0 votes)
36 views8 pages

Untitled Document

Computer Graphics involves creating and manipulating visual images using computers, with applications in animation, CAD, medical imaging, and more. It includes types like raster and vector graphics, and techniques such as DDA and Bresenham’s algorithms for drawing. Additionally, concepts like transformations, clipping, and shading enhance the realism and functionality of graphics in various fields.
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

Q1. Define Computer Graphics.

Answer:
Computer Graphics is the creation, manipulation, and representation of visual images using
computers.

Explanation:
It includes everything from simple 2D drawings to complex 3D animations used in video
games, simulations, movies, and design tools.

---

Q2. Applications of Computer Graphics

Animation (Movies, Games)

CAD (Engineering Design)

Medical Imaging

Virtual Reality

Data Visualization

Explanation:
Graphics are essential for interactive applications, visual simulations, and communicating
complex data visually.

---

Q3. Types of Computer Graphics

Raster Graphics – Pixel-based (images)

Vector Graphics – Line/shape-based (logos, diagrams)

Explanation:
Raster is resolution dependent; vector is scalable. Each has specific use cases.

---

Q4. Difference Between Raster and Vector Graphics


---

Q5. Explain Working of Raster Scan System

Answer:
Raster scan systems work by refreshing the screen line-by-line from top to bottom, lighting
pixels as per image data.

Explanation:
It uses a frame buffer and refreshes 60–80 times per second to maintain a stable image.

---

Q6. DDA Line Drawing Algorithm

Steps:

1. dx = x2 - x1, dy = y2 - y1

2. Steps = max(|dx|, |dy|)

3. x_inc = dx/steps, y_inc = dy/steps

4. Plot points by incrementing x and y

Explanation:
DDA uses floating-point operations, easy to implement but less efficient.

---

Q7. Bresenham’s Line Drawing Algorithm

Answer:
Uses integer arithmetic to find nearest pixel to the ideal line.

Explanation:
Faster and more accurate than DDA, works well for digital devices.

---
Q8. Midpoint Circle Drawing Algorithm

Steps:

1. Start at (0, r), decision parameter p = 1 - r

2. Use 8-way symmetry to plot points

3. Update p, x, y accordingly

Explanation:
Avoids floating-point calculations and draws efficient circles.

---

Q9. Scan-line vs Flood-fill

---

Q10. 2D Transformations

Translation: x' = x + tx, y' = y + ty

Scaling: x' = x * sx, y' = y * sy

Rotation:
x' = x cosθ - y sinθ
y' = x sinθ + y cosθ

Explanation:
These allow moving, resizing, and rotating objects.

---

Q11. Homogeneous Coordinates

Answer:
Represent (x, y) as (x, y, 1) to enable matrix-based transformations.
Explanation:
Useful in combining multiple transforms and for 3D graphics.

---

Q12. Windowing and Clipping

Windowing: Select a portion of the world to display

Clipping: Remove parts outside the window

Explanation:
Improves performance and controls visible output.

---

Q13. Cohen-Sutherland Line Clipping

Steps:

1. Assign 4-bit region codes

2. Use logical AND/OR

3. Clip partially visible lines

Explanation:
Fast for rectangular clipping; uses bitwise logic.

---

Q14. 3D Transformations

Translation: (x+tx, y+ty, z+tz)

Scaling: (xsx, ysy, z*sz)

Rotation: Around X, Y, Z axes

Shearing, Reflection
Explanation:
Used for modeling motion, animation, and viewing.

---

Q15. Parallel vs Perspective Projection

---

Q16. Hidden Surface Removal

Techniques:

Z-buffer

Painter’s Algorithm

Back-face Culling

Scan-line

Explanation:
Improves realism by removing unseen surfaces in 3D.

---

Q17. Z-buffer Algorithm

Steps:

1. Initialize Z-buffer

2. Compare depth per pixel

3. Update pixel and depth if closer

Explanation:
Used widely in hardware rendering (e.g., GPUs).
---

Q18. Shading Techniques

Flat Shading

Gouraud Shading

Phong Shading

Explanation:
Adds lighting and 3D feel; Phong is most realistic.

---

Q19. Wireframe vs Surface vs Solid Modeling

---

Q20. Ray Tracing

Steps:

1. Cast primary rays

2. Find intersections

3. Compute color, reflection, shadow

4. Repeat for secondary rays

Explanation:
Creates photorealistic images with accurate light.

---

Q21. Morphing
Answer:
Smooth transformation from one shape to another.

Explanation:
Used in animations, face morphs, and special effects.

---

Q22. Antialiasing

Answer:
Technique to smooth jagged lines in raster images.

Explanation:
Improves visual clarity by softening pixel edges.

---

Q23. Raster vs Vector Graphics

(Repeated for clarity)

---

Q24. GUI and Its Components

Components:

Windows

Icons

Menus

Pointer

Buttons, Sliders

Explanation:
GUI makes software interactive and user-friendly.

---
Q25. Fractals and Applications

Answer:
Self-similar shapes generated recursively.

Applications:

Nature simulation

Compression

Pattern design

Games (terrain)

Explanation:
Saves memory, produces realistic natural visuals.

You might also like