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.
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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.
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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.
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Q4. Difference Between Raster and Vector Graphics
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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.
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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.
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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.
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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.
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Q9. Scan-line vs Flood-fill
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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.
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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.
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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.
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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.
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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.
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Q15. Parallel vs Perspective Projection
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Q16. Hidden Surface Removal
Techniques:
Z-buffer
Painter’s Algorithm
Back-face Culling
Scan-line
Explanation:
Improves realism by removing unseen surfaces in 3D.
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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).
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Q18. Shading Techniques
Flat Shading
Gouraud Shading
Phong Shading
Explanation:
Adds lighting and 3D feel; Phong is most realistic.
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Q19. Wireframe vs Surface vs Solid Modeling
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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.
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Q21. Morphing
Answer:
Smooth transformation from one shape to another.
Explanation:
Used in animations, face morphs, and special effects.
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Q22. Antialiasing
Answer:
Technique to smooth jagged lines in raster images.
Explanation:
Improves visual clarity by softening pixel edges.
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Q23. Raster vs Vector Graphics
(Repeated for clarity)
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Q24. GUI and Its Components
Components:
Windows
Icons
Menus
Pointer
Buttons, Sliders
Explanation:
GUI makes software interactive and user-friendly.
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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.