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questions:
1. Please Attempt all the questions. Note that you have to complete the paper
in the given period of time so attempt all the questions according to their
Marks.
2. Do not ask any questions about the contents of this examination from
anyone.
a. If you think that there is something wrong with any of the questions,
attempt it to the best of your understanding.
b. If you believe that some essential piece of information is missing,
make an appropriate assumption and use it to solve the problem.
c. Write all steps, missing steps may lead to deduction of marks.
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means. Anyone found involved in cheating will get an `F` grade in this course.
You can copy the symbols given below if you need them
Ф , θ,
Write an algorithm that can subdivide faces of tetrahedron (type of polyhedron having 4 faces) to depth
level 2 and draw after subdivision. Consider the vertices are
V1(X1,Y1,Z1)……. Vn-1(Xn-1,Yn-1,Zn-1), Vn(Xn,Yn,Zn) where n=4.
Which of the following is valid difference between Bitmap graphics and vector graphics:
Differentiate between quadratic and cubic parametric curves and write equations for cubic parametric
curve.
Which of the following statements is not true about flood-fill and boundary-fill algorithms?
Given below is the rotation equation about z-axis use this to derive rotation equations about x-axis and y-
axis?
X'= X * cos (θ) – Y * sin (θ)
Y'= X * sin (θ) + Y * cos (θ)
Z'= Z
A Quad has vertices A (0.2, 0.2, 1.0), B (0.5, 0.2, 1), C (0.5, 0.5, 1.0), D (0.2, 0.5, 1.0). Calculate surface
normal? Given light source has vertex L (0.8, 0.2, 1.0); Taking light factor I=0.5 and surface type=0.5;
Calculate light vector and light for vertices A, B, C and D?
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Please read the following instructions carefully before attempting any of the
questions:
1. Please Attempt all the questions. Note that you have to complete the paper
in the given period of time so attempt all the questions according to their
Marks.
2. Do not ask any questions about the contents of this examination from
anyone.
a. If you think that there is something wrong with any of the questions,
attempt it to the best of your understanding.
b. If you believe that some essential piece of information is missing,
make an appropriate assumption and use it to solve the problem.
c. Write all steps, missing steps may lead to deduction of marks.
**WARNING: Please note that Virtual University takes serious note of unfair
means. Anyone found involved in cheating will get an `F` grade in this course.
You can copy the symbols given below if you need them
Ф , θ,
Write an algorithm that can subdivide faces of tetrahedron (type of polyhedron having 4 faces) to depth
level 2 and draw after subdivision. Consider the vertices are
V1(X1,Y1,Z1)……. Vn-1(Xn-1,Yn-1,Zn-1), Vn(Xn,Yn,Zn) where n=4.
Which of the following is valid difference between Bitmap graphics and vector graphics:
Differentiate between quadratic and cubic parametric curves and write equations for cubic parametric
curve.
Which of the following statements is not true about flood-fill and boundary-fill algorithms?
Given below is the rotation equation about z-axis use this to derive rotation equations about x-axis and y-
axis?
X'= X * cos (θ) – Y * sin (θ)
Y'= X * sin (θ) + Y * cos (θ)
Z'= Z
A Quad has vertices A (0.2, 0.2, 1.0), B (0.5, 0.2, 1), C (0.5, 0.5, 1.0), D (0.2, 0.5, 1.0). Calculate surface
normal? Given light source has vertex L (0.8, 0.2, 1.0); Taking light factor I=0.5 and surface type=0.5;
Calculate light vector and light for vertices A, B, C and D?
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Exam Date:
Instructions
Please read the following instructions carefully before attempting any questions:
**WARNING: Please note that Virtual University takes serious notice of using
involved in cheating will get `F` grade in this course.
Suppose the earth is to be drawn at the origin and it is to rotate on its axis at a rate
of ω degrees per unit time. The axis of rotation is to be the y-axis. Give the OpenGL
commands that will set the model view matrix correctly to render the earth at time t.
(Hint: Your answer will need to include a rotation through an angle of ωt degrees).
Sketch the graphics pipeline and indicate where the following are performed
a) clipping
b) Gouraud shading
c) Z-buffer computations
This projection technique which has the direction of projection perpendicular to the
viewing plane, but the viewing direction is NOT perpendicular to one of the
principle faces.
In OpenGL, there are several different matrices, we have discussed two of them in
lectures, which one of the below would be used in conjunction with a glRotatef
function call?
► GL_MODELVIEW
► GL_PROJECTION
► Point-Point subtraction
► Vector normalization
The field of view (FOV) of a pinhole camera depends on the size of the backplane
and
Which form of Fractal requires some randomness and several thousand loop
executions to give a result?
► Non-linear fractals
► L-Systems
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Date 25-07-2005
2. If resolution is 800 x 600 pixels and color intensity is 32bit and refresh rate is 70hz
then the size of buffer will be: (in bits)
3. Which of the following is not true about Bitmap graphics and vector graphics:
4. The equation
P(u) = au + b
Generally represents a:
a. Plane
b. Line
c. 3D curve
d. Point
a. 2D
b. 3D
c. All of the above
d. None of the above
3. Schlick's simplification may or may not remove the exponential terms from the
specular lighting equations.
I. What is specular light, Give the equation of specular lighting given by Blinn.
I. Suppose we have,
The angle between light vector from vertex to the light source and the vertex normal
vector is 30o, Calculate the diffuse light intensity id at the vertex.
II. Suppose the refractive index of the material is 1.4 calculate its critical angle take
refractive index of air as 1.
Hint: The critical angle is the angle at which the refracted angle is 90o
Question No: 5 Marks: 10
I. Suppose we want to perform the following 3D transformations using homogenous
coordinates in the same order as given below
Find the resultant composite matrix that can perform these tasks using the individual 3D
transformation matrices using Homogenous coordinates.
P1<2.0,1.0,2.0>
P2<9.0,9.0,8.0>
P3<15.0,13.0,11.0>
Instructions
Please read the following instructions carefully before attempting any
question:
What is Rendering?
o True
o False
o True
o False
o A+B = B+A
o a(A + B) = aA + aB
o (AT)T = AT
o A + (B + C) = (A + B) + C
Why is the Bresenham's line drawing algorithm more efficient than the DDA line drawing
algorithm? Give precise one line answer.
o Line from an outside point to this point does not cross the edges odd number of times
o Line from any point to this point crosses the edges odd number of times
o Line from an outside point to this point crosses the edges odd number of times
o Line from this point to any point outside the polygon intersects any edge
o True
o False
When a point P(x,y) is rotated by θ the coordinates of transformed point P' are given as:
The amount of time it takes to illuminate a specific location on phosphor coated screen is
called Persistence.
o True
o False
Incremental line drawing algorithm makes use of the equation of straight line.
o True
o False
In matrix multiplication:
In Horizontal retrace, after completion of all the pixels in a scan line, the refreshing
continues from the 1st pixel of the next scan line.
o True
o False
o True
o False
In Pixmap exactly one bit is used to hold color value of each pixel.
o True
o False
When dot product of two vectors equals zero, this implies that the two vectors are:
MIDTERM EXAMINATION
FALL 2006 Marks: 35
CS602 - COMPUTER GRAPHICS Time: 60min
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Exam Date:
Instructions
Please read the following instructions carefully before attempting any questions:
StudentID/LoginID: ______________________________
**WARNING: Please note that Virtual University takes serious note of unfair means.
Anyone found involved in cheating will get an `F` grade in this course.
Suppose an RGB raster system is to be designed using an 10*8 inch screen with a
resolution of 100 pixels per inch in each direction. If we want to store 12 bits in per pixel in
the frame buffer, how much storage (in bytes) do we need for the frame buffer?
Which algorithm finds the closest integer coordinates to the actual line. Summarize this
algorithm and suggest some improvements.
Intensity of the electron beam is controlled by setting _________ levels on the control
grid, a metal cylinder that fits over the cathode.
► Amplitude
► Current
► Voltage
► electron
► true
►
false
► Small
► Wide
► Random
► crazy
Which one of the following step is not involved to write pixel using video BIOS services.
► Setting desired video mode
► Element
► Variable
► Value
► component
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Instructions
Please read the following instructions carefully before attempting any
question:
What is Rendering?
o True
o False
o True
o False
o A+B = B+A
o a(A + B) = aA + aB
o (AT)T = AT
o A + (B + C) = (A + B) + C
Why is the Bresenham's line drawing algorithm more efficient than the DDA line drawing
algorithm? Give precise one line answer.
o Line from an outside point to this point does not cross the edges odd number of times
o Line from any point to this point crosses the edges odd number of times
o Line from an outside point to this point crosses the edges odd number of times
o Line from this point to any point outside the polygon intersects any edge
Question No. 7 Marks : 01
As opposed to direct memory access method, BIOS routines provide an easier and faster method
of drawing pixels on screen.
o True
o False
When a point P(x,y) is rotated by θ the coordinates of transformed point P' are given as:
The amount of time it takes to illuminate a specific location on phosphor coated screen is
called Persistence.
o True
o False
Question No. 14 Marks : 05
Incremental line drawing algorithm makes use of the equation of straight line.
o True
o False
In matrix multiplication:
o The two matrices must be square
o The number of rows of 1st matrix must be the same as the number of columns of the second.
o The two matrices must either be row matrices or column matrices
o The number of columns of 1st matrix must be the same as the number of rows of the second.
In Horizontal retrace, after completion of all the pixels in a scan line, the refreshing
continues from the 1st pixel of the next scan line.
o True
o False
o True
o False
In Pixmap exactly one bit is used to hold color value of each pixel.
o True
o False
When dot product of two vectors equals zero, this implies that the two vectors are:
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1. To show 256 colours , the no of bits required for each pixel are
a. 8
b. 16
c. 32
d. 64
a. Text mode
b. Graphics mode
c. Both
d. None
a. same order
b. same corresponding elements
c. Same order and same corresponding elements.
d. Different elements.
a. same line
b. different but parallel lines
c. either on the same plane or two parallel planes
d. different plane
x_circle = r * cos θ
y_circle = r * sin θ
x_ellipse= a * cos θ
y_ellipse= b * sin θ
DrawSymmetricPoints (xc, yc, x_circle, y_circle,x_ellipse,y_ellipse)
/*For Circle*/
/*For Ellipse*/
Where
semi_major_ radius = a
semi_minor_ radius = b
radius = r
a) 2nd quadrant
Orthographic Projection
Oblique Projection
1 0 0 x1 Sx 0 0 0 1 0 0 − x1
0 1 0 y1 0 Sy 0 0 0 1 0 − y1
. .
0 0 1 z1 0 0 Sz 0 0 0 1 − z1
0 0 0 1 0 0 0 1 0 0 0 1
− 1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Find the resultant composite matrix that can perform this task using the individual 2D
transformation matrices using Homogenous coordinates.
You can use the table:
Solution:
We can produce Reflection about Y-Axis by matrix
−1 0 0
0 1 0
0 0 1
We can produce Rotation of 30 degrees by matrix
1 0 0
0 − 1 0
0 0 1
1 0 0 cos30 − sin 30 0 −1 0 0
= 0 −1 0 sin 30 cos30 0 0 1 0
0 0 1 0 0 1 0 0 1
1 0 0 3 / 2 −1/ 2 0 −1 0 0
= 0 −1 0 1/ 2 3/2 0 0 1 0
0 0 1 1 0 0 1
0 0
1 0 0 − 3 / 2 −1/ 2 0
= 0 −1 0 −1/ 2 3/2 0
0 0 1 0 0 1
− 3 / 2 −1/ 2 0
= 1/ 2 − 3 / 2 0
0 0 1
Final Matrix
a. In Scan line filling algorithm we don’t put the edges having 1/m in active edge table because
we treat it as special a case. If this edge is at the minimum y value for all edges, it is drawn.
Otherwise, if the edge is at the maximum y value for any edge, we do not draw it.
b. Because we multiply the rows of first matrix by the column of second matrix so if we don’t have
the number of corresponding elements equal, we would not be able to multiply the matrices.
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MID TERM EXAMINATION II
Total Marks: 35
SEMESTER Spring 2005
Duration:60mins
CS602-COMPUTER GRAPHICS
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2. The equation of hyperbola centered at origin (if the transverse axis is along x -axis) can
be given as:
a. x2 b2+ y2 a2–1 = 0
b. x2 b2+ y2 a2+1 = 0
c. x2 a2– y2 b2–1 = 0
d. x2 b2 – y2 a2–1 = 0
3. Which of the following statements is not true about flood-fill and boundary-fill
algorithms?
4. Which one is not valid out code to perform trivial accept / reject test in line clipping:
a. 1101
b. 1001
c. 0101
d. 0110
a. FastGL
b. OpenGL
c. DirectX
d. EasyGL
Question No 2 Marks: 5
Write the pseudo code to draw an ellipse located at the center (xc, yc) (using its polar equations
and the angle that the points lying on it make with x axis) such that the length of its semi minor
radius is equal to half of its semi major radius take semi major radius of the ellipse as ‘a’.
Solution:
Ellipse (xc, yc, a)
Where
semi_major_ radius = a
semi_minor_ radius = a/2
1. Suppose a man is standing at the point P= (-3,2,3) and it is looking along the vector
V = [4,9,11]
Determine whether the man would be able to see a point P’ (1, 0, 1) or not.
2. Find the distance between the points (-2,3) and (-6,6)
Solution:
Question No 4 Marks: 6 + 2
I. Differentiate between the following:
a. How we can find that whether a point lies inside a polygon or not?
b. Describe any case in which Boundary fill algorithm may fail.
If a straight line connecting any two points that are inside the polygon intersects any edges
of the polygon, then this polygon is called Concave polygons, otherwise it will be convex
one.
In complex polygons the vertices intersect some edge of the polygon whereas in convex
polygons they can not.
Difference between Filled and Unfilled Polygon In an unfilled polygon, only the points
on the perimeter of the polygon are drawn. Whereas, in filled polygons all the interior
points of the polygon must be filled. This means that all of the pixels within the boundaries
of the polygon must be set to the specified color or pattern.
II
a) How we can find that whether a point lies inside a polygon or not?
To test it, draw a line segment from any point that lies outside the polygon to a point P that
we wish to determine whether it is inside or outside of the polygon. Count the number of
edges that the line crosses. If the number of polygon edges crossed is odd, then P lies
within the polygon. Similarly, if the number of edges is even, then P lies outside of the
polygon.
b)
The boundary fill algorithm may fail in the case of Complex Polygons.
Give the resultant point when we apply 2D scaling using homogenous coordinates on the
point P(9,3), about the point P(7,7) Take Sx = 2,Sy = 3.
AS the matrix for scaling with respect to point P(x,y) is
Sx 0 (1 − Sx) x
0 Sy (1 − Sy ) y
0 0 1
So the result would be
2 0 (−1)7
0 3 (−2)7
0 0 1
2 0 (−1)7 9
= 0 3 (−2)7 3
0 0 1 1
18 + 0 + (−7)
= 0 + 9 + (−14)
0 + 0 + 1
11
= −5
1
So our resultant point would be P’(11,-5)
Question No 6 Marks: 4
b. ZX plane.
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Instructions
► False
The transformation process to produce the desired scene for viewing is analogous to
taking a photograph with a camera.
► True
► False
There's always a trade-off between the display speed and the quality of the image.
► True
► False
► True
► False
► True
► False
The index of refraction for most materials is not a function of the wavelength of the light.
► True
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► False
► True
► False
As opposed to parallel projection, perspective projection gives a more realistic view of the
objects in the scene.
► True
► False
► True
► False
► True
► False
Each line drawing algorithm has advantages and disadvantages. What you suggest to
improve the performance of line drawing algorithm.
Calculate the magnitude and direction of vector V whose x, y, and z components are 10,
6, and 4 respectively.
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In solid fill triangle rendering, what are the changes to be made to the DDA algorithm
when the vertex coordinates do not fall on integer bound.
How parametric functions, that are second degree polynomials, can be used to define
plane curves?
While designing an animated scene one of your team member is confused about the
timing in animation and seeks your help. Will you help your team member by explaining
“What is good timing”?
What are the characteristics of Bezier curve? Does MS Windows Paintbrush facilitate to
draw Bezier curve?