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Computer Graphics Detailed PYQs Solutions

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0% found this document useful (0 votes)
29 views

Computer Graphics Detailed PYQs Solutions

Uploaded by

muzamilaslam
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Computer Graphics: Detailed Solutions to Important Questions

Paper 1

1. Define Computer Graphics. Discuss its various applications.


Computer Graphics refers to the creation, manipulation, and storage of images and models
using computers. This field combines principles of mathematics, physics, and engineering to
create visual content, and it finds extensive applications in multiple industries. For instance,
in the entertainment industry, computer graphics are used for animations and special
effects in movies and video games. In medicine, they help visualize complex anatomical
models and assist in surgeries. Engineering and architectural design make use of 3D
graphics to create and visualize models of machinery and buildings. Education and training
also benefit from simulations that allow users to interact with and understand complex
concepts visually.

2. Describe the Bresenham's Line Drawing Algorithm and provide an example.


Bresenham's Line Drawing Algorithm is a powerful technique in computer graphics to draw
a line between two given points using only integer calculations, which improves efficiency.
Instead of calculating real coordinates of each point, it uses decision parameters to
incrementally choose the nearest pixel. Starting at the initial point, it steps from pixel to
pixel along the line, incrementally determining which point to plot next based on the
cumulative error in relation to the line slope. For example, if the line has a steep slope, it
will increment y more frequently than x to approximate the desired line path.

3. Explain the basic difference between Raster Scan and Random Scan display systems.
Raster Scan and Random Scan are two different approaches to generating graphics on a
screen. In a Raster Scan system, the display is drawn line by line, from top to bottom, similar
to how a television operates. It is suitable for complex, high-resolution images like
photographs. Random Scan, on the other hand, directly draws geometric shapes by tracing
paths (vectors) and is used for line art or wireframe models. Raster Scan displays are more
common, while Random Scan offers better performance in vector-based graphics.

4. Write a short note on the Midpoint Circle Algorithm.


The Midpoint Circle Algorithm, also known as Bresenham’s Circle Algorithm, is used to
draw circles by calculating pixels based on the circle’s symmetry properties. It avoids
floating-point calculations by using integer comparisons to decide the pixel positions
around the circumference. Starting from the topmost point, it iterates around the circle,
plotting points symmetrically in each octant, resulting in a smooth, evenly distributed circle.

5. Explain the Cohen-Sutherland Line Clipping Algorithm with an example.


The Cohen-Sutherland Line Clipping Algorithm is a widely used method for clipping lines to
fit within a specified rectangular area or viewport. Each endpoint of the line segment is
assigned a binary code, known as an 'outcode,' representing its location relative to the
clipping window. Based on these outcodes, the algorithm decides whether to keep, clip, or
discard the line segment. For example, if a line goes partially outside the view, the algorithm
calculates intersections with the boundary, effectively trimming the line to fit within the
window.

6. Describe the concept of 2D Transformation and the types of transformations.


2D Transformations are operations that alter the shape, position, or orientation of a
geometric object in a two-dimensional plane. Common types of 2D transformations include
Translation (moving the object to a new location), Rotation (spinning the object around a
fixed point), Scaling (resizing the object), and Shearing (distorting the object’s shape). These
transformations are represented mathematically using matrices, allowing combinations to
be easily applied in sequence.

7. What is a Bezier Curve? Derive the equation for a quadratic Bezier Curve.
A Bezier Curve is a parametric curve commonly used in computer graphics for modeling
smooth curves that can be scaled indefinitely. It is defined by a set of control points. A
quadratic Bezier Curve, the simplest type, has three control points: P0, P1, and P2. The
curve is given by the equation P(t) = (1 - t)²P0 + 2t(1 - t)P1 + t²P2, where t varies between 0
and 1, determining the position along the curve.

8. Explain the Z-buffering technique for hidden surface removal.


Z-buffering is a technique in 3D graphics used to handle the problem of hidden surfaces.
Each pixel on the screen has a corresponding depth value in the Z-buffer. When a new object
is rendered, its depth at each pixel is compared with the existing depth value in the Z-buffer.
If the new depth is closer, it updates both the Z-buffer and the frame buffer; otherwise, the
pixel is discarded. This allows for correct rendering order without needing to manually sort
objects by depth.

9. Differentiate between Orthographic and Perspective projection in 3D viewing.


Orthographic Projection displays objects without distortion, preserving relative sizes
regardless of depth. It is often used in technical drawings and CAD applications. Perspective
Projection, however, simulates human vision by making distant objects appear smaller than
nearby objects. This creates a realistic sense of depth, which is crucial in video games and
realistic simulations.

10. Describe the concept of shading models and the types of shading used in 3D graphics.
Shading models determine how light interacts with surfaces. Flat Shading uses a single color
for a polygon, providing a faceted appearance. Gouraud Shading interpolates colors at
vertices across the polygon for a smoother appearance, but may lack highlight detail. Phong
Shading, a more advanced technique, interpolates surface normals, resulting in smooth
shading with more realistic highlights.

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