0% found this document useful (0 votes)
133 views6 pages

Computer Graphics and Transformations Guide

Uploaded by

Ska Khader
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)
133 views6 pages

Computer Graphics and Transformations Guide

Uploaded by

Ska Khader
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

Questions on Unit-1

1) Define the following:


a) Pixel b) Resolution c) Bit Plane
d) Raster e) Depth of the frame Buffer f) Refresh Rate
g) Frame Buffer h) Rasterization i) Aspect Ratio

2) Discuss the applications of computer graphics.


3) With the help of a diagram, describe the open GL interface.
4) Describe the working of CRT with a neat diagram.
5) Differentiate Raster Scan and Random Scan Displays.
6) Differentiate DDA and Bresenham’s line drawing algorithm.
7) Explain DDA Line Algorithm with an Example.
8) Define scan conversion. Write an algorithm of DDA line drawing.
9) Write an algorithm of DDA Line drawing. Consider a line AB with A(0,0) and B(8,4). Apply a
simple DDA to calculate the pixels of this line.
10)Consider a line from (0,0) to B(6,6). Using simple DDA to calculate the points of this line.
11)Consider a line from (0,0) to (5,5). Using simple DDA to calculate the points of this line.
12)Use DDA to draw pixels of the line AB with A(1,1) and B(5,3).
13)Use Bresenham’s line drawing algorithm to draw pixels of the line XY(5,5) and Y (13,9)
14)Use Bresenham’s line drawing algorithm to draw pixels of the line XY(0,0) and Y (8,4)
15)Write the applications of line drawing algorithm.
16)Explain the architecture of raster scan system with suitable diagrams.
17)Rasterize the line segment from pixel coordinate (1, 1) to (8,5) using Bresenham's line
drawing algorithm.
18)Scan convert the line segment with end points (0,0) and (10,5) using DDA line drawing
algorithm. Find out and discuss the advantages and disadvantages of this method.
19)Describe the working of a beam penetration and shadow mask CRT.
20)Derive the expression for decision parameter used in Bresenham’s line drawing algorithm.
21)Explain Random scan and Raster scan display system.
22)Explain Bresenham’s Line Drawing Algorithm to draw line between 2 end points.
23)For 10×10 frame buffer, interpret the Bresenham’s algorithm to find which pixels are turned
on for the line segment (1, 2) and (7, 6).
24) Explain OpenGL Line Primitive functions with examples.
25)What are attribute functions? Explain OpenGL Point-Attribute Functions.
26) Explain OpenGL Line-Attribute Functions.
27) Write explanatory notes on: i) RGB color model; ii) indexed color model.
28) Explain the additive and subtractive colors, indexed color and RGB color concept.
Questions on Unit-2

1. Explain rotation in [Link] that two successive rotations are additive.


2. Briefly explain the 3 basic transformations in 3D. Obtain the homogeneous coordinate
matrix for the same.
3. Explain rotation, translation and scaling with respect to 2D.
4. Consider on object ABC with co-ordinates A (1,1) ,B (10,1) ,C (5,5) Rotate the object by 90
Degree in counter clockwise direction and give co-ordinates of transformed object.
5. Apply following transformations on polygon A(10,10) ,B(10,40),C(30,10), D(20,50)and
E(30,40).
a. Translation 10, 20 units along X&Y directions.
b. Rotate 45 degrees about the origin.
c. Scale with scaling factor(2,2)
6. Explain window, view port and window - to - view port transformation.
7. Obtain the matrix representation for rotation of a object about an arbitrary axis.
8. Design a transformation matrix for window to viewport transformation.
9. With the help of a suitable diagram explain basic 3D Geometric transformation techniques
and give the transformation matrix.
10. Design transformation matrix to rotate an 3D object about an axis that is parallel to one of
the co-ordinate axis.
11. What is concatination of Transformations? Explain rotation about a fixed point.
12. All proofs
13. Examples
14. Homogeneous Transformations.
15. Explain reflection with transformation matrix.
16. Define and represent the following 2-D transformations in homogenous coordinate system.
a. Translation
b. Rotation
c. Scaling
d. Reflection
17. Explain the basic transformations in 3D and represent them in matrix form.
18. What is the need of homogeneous coordinates? Give 2-dimension homogeneous coordinate
matrix for translation, rotation and scaling.
19. Obtain a matrix representation for rotation of a object about a specified pivot point in 2-
dimension.
20. Explain OpenGL geometric transformation functions.
21. Explain translation, rotation and scaling of 2D transformation with suitable diagrams,
equations and matrix.
22. Explain any two of the 3D geometrical transformation.
Questions on Unit-3
1. Explain the 6 logical classifications of input devices.7M
2. Explain the 7 interactive Picture Construction Techniques.10M
3. Explain any three programming event driven input with suitable examples. Explain the various
input modes with neat diagram.10M
4. Discuss Logical Device and Hierarchical Menus.10M
5. Explain Request, Sample and Event mode with suitable diagram. 6M
6. Define double buffering. Explain how double buffering is implemented in OpenGL.(06 Marks)
7. Explain Menu creation in OpenGL. Write an interactive OpenGL program to display a square
when the left button is pressed and to exit the program if right button is pressed.(08 Marks)
8. List and explain the various classes of logical input devices that are supported by OpenGL. With
suitable diagrams, explain various input modes.(10 Marks)
9. Explain how keyboard events are recognized by GLUT. Give suitable example.(10)
10. Explain how window events are recognized by GLUT. Give suitable example.(10)
11. Explain how mouse events are recognized by GLUT. Give suitable example.(10)
12. How pop-up menus are created using GLUT? Illustrate with an example.(10 Marks)
13. What are the features of a good interactive program? Explain.(10 Marks)
14. Illustrate with an example the steps in construction of Animation Sequences (8M)
15. Explain the key factors to be considered when designing a user interface to ensure optimal user
experience and accessibility? (10M)
16. What is computer animation? Explain the various stages in the development of animation
sequences. (10M)
17. What is meant by measure and trigger of a device? Explain with the neat diagram, the various
input mode models.(10M)
18. Explain the following: (i) Request Mode (ii)Sample Mode (iii) Event Mode (10M)
19. Differentiate event mode with request mode.(04M)
20. Write an OpenGL program to display square when a left button is pressed and to exit the
program if right button is pressed. (10M)
21. Using OpenGL functions, explain the structure of hierarchical menus. (06M)
22. List out the characteristics of good interactive program. Explain in detail. (10M)
23. What is double buffering? How OpenGL implements double buffering? (5M)
Questions on Unit-4
1. Write a Program to read a digital image. Split and display image into 4 quadrants, up, down,
right and left.
2. Write a program to show rotation, scaling, and translation on an image.
3. In detail explain the fundamental steps involved in digital image processing systems.
4. Explain in detail the classification of images.
5. Illustrate the relationship between image processing and other related fields.
6. Given a grey-scale image of size 5 inches by 6 inches scanned at the rate of 300 dpi, answer
the following:
(a) How many bits are required to represent the image?
(b) How much time is required to transmit the image if the modem is 28 kbps?
(c) Repeat (a) and (b) if it were a binary image.
7. Explain Digital image representation. A picture of physical size 2.5 inches by 2 inches is
scanned at 150 dpi. How many pixels would be there in the image?
8. Explain Distance measure. Compute the Euclidean Distance (D1), City-block Distance (D2)
and Chessboard distance (D3) for points p and q, where p and q be (5, 2) and (1, 5)
respectively. Give answer in the form (D1, D2, D3).
9. Describe the fundamental steps in image processing?
10. Describe the basic relationship between the pixels
a. Neighbours of a pixel
b. Adjacency, Connectivity, Regions and Boundaries
c. Distance measures
11. All solved problems in notes.
12. Summarize the Arithmetic operations on digital images with relevant expressions.
13. Summarize the Logical operations on digital images with relevant expressions.
14. Explain 2D Geometric transformation with equations and homogeneous matrix.
15. Consider two pixels x and y whose coordinates are (0, 0) and (6, 3) .Compute De, D4, D8 distance between
x and y
16. Consider the following two images. Perform the arithmetic operations: addition,
multiplication, division. Assume that all the operations are uint8.

17. Consider the images f1 and f2 in above question. What is the result of image subtraction and
image absolute difference? Is there any difference between them?

18. Consider the following binary image. Show the results of the dilation and erosion operations.
19. Consider the following two images. The addition and subtraction of images are given by f1+f2 and
f1−f2. Assume both the images are of the 8-bit integer type.

20. Consider the following two images. Perform the logical operations AND, OR, NOT and
difference.

Questions on Unit-5
1. Explain the various stages involved in edge detection process. 10M CO5 L2
2. How edge detection is performed in digital images using Roberts operator. (8M) CO5 L3
3. How edge detection is performed in digital images using Sobel operator. (8M) CO5 L3
4. How edge detection is performed in digital images using Prewitt operator. (8M) CO5 L3
5. How edge detection is performed in digital images using First-order Edge Detection operator.
(8M) CO5 L3
6. Describe about the canny edge detector with necessary equation and also write its algorithm.
12M CO5 L2
7. Describe about the Marr-Hilldreth edge detector used in image segmentation with necessary
equations. 10M CO5 L3

8. Define image segmentation formally and describe the characteristics of the segmentation
process. 10M CO5 L2
9. Explain the classification of various image segmentation algorithms and delineate their distinct
types. 10M CO5 L2
10. Explain the three fundamental types of gray-level discontinuities in digital images. 12M CO5 L2
11. Describe the concept of an "edge" in image processing, and how does it contribute to the
understanding and analysis of digital images? Classify the types of edges in the digital image.
10M CO5 L3

12. Write a python program to read an image and extract and display low-level features such as
edges, textures using filtering techniques. 8M CO5 L4
13. Write a python program to contour an image. 8M CO5 L4
14. Explain the different types of edge detectors. 8M CO5 L4

Common questions

Powered by AI

The digital image processing system involves multiple fundamental steps: image acquisition, preprocessing, segmentation, representation, and description . Image acquisition captures the image in a form suitable for processing. Preprocessing enhances image accuracy by correcting distortions and noise . Segmentation partitions the image into regions or objects, which are then represented succinctly with boundary or regional representations . Description follows, providing properties extracted from segments useful for classification and interpretation . These steps collectively enable the comprehensive analysis and interpretation of digital images .

OpenGL handles hierarchical menus using a mechanism that creates submenus within a main menu structure, allowing nested navigation . Each menu is associated with callback functions to respond to user selections, and GLUT functions such as glutCreateMenu and glutAddSubMenu are used to structure menus logically . Hierarchical menus are significant in graphical user interfaces as they organize complex options into a clean, hierarchical structure. This improves navigation efficiency and enhances the user experience by providing intuitive access to nested options without cluttering the interface .

Rotating a 3D object about an arbitrary axis involves several transformations. First, translate the object so that the rotation axis passes through the origin . Then, align the arbitrary axis with one of the primary coordinate axes (usually the z-axis) by calculating the appropriate rotation matrices . Perform the desired rotation about the aligned axis, then apply the inverse rotations and translations to reposition the object to its original location . Matrix multiplication is used in each step to compute the composite transformation matrix .

Window-to-viewport transformation maps a section of a coordinate space (window) to another viewport in device space, involving scaling and translating object coordinates into view coordinates . The transformation is significant as it allows independent manipulation of the graphical representation on the screen, enabling detailed control over what part of a scene is visible and how it is displayed . It is achieved by first translating the window coordinates to the origin, scaling them to the viewport size, and finally translating to the desired viewport position .

DDA (Digital Differential Analyzer) is a line drawing algorithm that incrementally interpolates values over an interval and calculates points between endpoints, which is more computationally intensive due to its floating-point arithmetic operations . In contrast, Bresenham's algorithm uses integer operations, making it more efficient and faster . The main advantage of DDA is its simplicity and easy implementation, especially for lines with arbitrary slopes . However, Bresenham's offers better performance in terms of speed and reduces computational errors by avoiding floating-point calculations . A disadvantage of DDA is its lower efficiency and rounding errors compared to Bresenham, which excels in situations requiring high precision and speed .

The Canny edge detection algorithm performs edge detection by applying a Gaussian filter to smooth the image, calculating the gradient intensities using Sobel operator masks, and tracing the edge with non-maximum suppression . The edge tracing is performed by thresholding with hysteresis, retaining weaker edges connected to strong edges . Canny is considered effective due to its ability to detect strong edges while minimizing false edges, and its use of adaptive thresholding allows detection of edges at various noise levels . Its structured multi-step process ensures high accuracy and minimal error rates in edge detection .

Both Sobel and Prewitt operators detect edges by calculating gradient magnitude and direction at each pixel. The Sobel operator uses convolution masks with a smoothing effect due to its weighted difference computation, giving it robustness in edge detection with noise presence . In comparison, the Prewitt operator computes the basic horizontal and vertical gradient without additional weighting, which makes it quicker but slightly less accurate in noisy conditions . The Sobel operator is generally more effective due to its additional smoothing, leading to cleaner and more defined edges in processed images .

Double buffering in OpenGL involves using two color buffers to render graphics without flicker or tearing artifacts . The role of double buffering is to allow preparation of the next frame while the current one is being displayed, thus providing smooth transitions . Implementation involves creating two frame buffers: a front buffer which displays the current image, and a back buffer where new frames are rendered. Once rendering is complete, the buffers are swapped. This technique significantly enhances graphical performance by reducing buffer update issues .

Homogeneous coordinates facilitate affine transformations such as translation, scaling, and rotation by enabling the representation of these transformations within a single matrix form . For 2D and 3D transformations, homogeneous coordinates eliminate the need for distinct translation operations by integrating it into a unified matrix operation . This allows for the combination (concatenation) of multiple transformations into a single matrix, optimizing computations and maintaining mathematical precision . Specifically, for rotation and scaling, this provides easier computation of complex transformation sequences and extends transformation capabilities across different dimensions uniformly .

In digital images, neighbors refer to pixels surrounding a given pixel, typically categorized as 4-neighbors or 8-neighbors based on their direct adjacency . Connectivity defines how these neighboring pixels are grouped to form continuous paths or regions in the image, affecting region-based operations and segmentation . It impacts image processing tasks by influencing how image regions are defined and processed, affecting procedures like flood-fill algorithms and morphological operations that depend on determining the structure and boundaries of regions .

You might also like