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CG-Question Bank

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CG-Question Bank

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Module 1: Introduction

1. Explain the Historical evolution of computer graphics


2. Outline the Generic architecture of a graphics system in detail
3. Explain different categorization of representation techniques
4. Compare vector and raster graphics
5. Explain different stages of graphics pipeline

Module 2: Object Representation and Modeling transformations

1. Explain different categorization of representation techniques


2. Explain Boundary representation techniques
3. Derive the basis matrix for the natural cubic splines.
4. Consider the fig (a) and (b) below showing an object (the rectangle ABCD with
length 2 units and height 1 unit) in its local coordinate is used to define the
chimney of the house in world coordinate scene.

a. Obtain homogeneous coordinates for A’,B’,C’ and D’

5. Explain 3D Rotation About Any Arbitrary Axis


6. Derive the basis matrix for then natural cubic splines.
7. Derive the basis matrix for the cubic Bezier curves.
8. Derive De Casteljau algorithm (Sub-division method)
9. Issues in model selection
10. Explain four basic types of geometric transformations along with their
characteristics
11. An object ABCD is defined in its own coordinate as A(1,1,0),B(3,1,0), C(3,3,0),
and D(1,3,0). The object is required to construct a partition wall A′B′C′D′ in a
world-coordinate scene (A′ cor responds to A and so on). The new vertices are
A′(0,0,0), B′(0,4,0), C′(0,4,4), and D′(0,0,4). Calculate the composite
transformation matrix to perform the task.
12. Refer example 3.2 in page 63 of TB
Module 3: Illumination and Shading

1. Explain the different types of shading models used in computer graphics.


2. Describe the process of texture synthesis and its applications in computer
graphics.
3. What is intensity representation, and why is it important in computer graphics?
4. Explain the working of a simple lighting model with examples.
5. Discuss different color models and their significance in graphics rendering.
6. Explain Flat Shading
7. Make use of Gouraud shading to compute Nˆ AVG for the figure given below

8. Explain CMY Color Model in detail


9. Consider the situation shown in Fig. 5.8. On the left side is a (normalized) texture
map defined in the (u, w) space. This map is to be ‘pasted’ on a 50 × 50 square
area in the middle of the object surface as shown in the right side figure. What
are the linear mappings we should use

10. Describe an Iterative algorithm for Gouraud shading


11. Develop Floyd–Steinberg error diffusion algorithm

Module 4: 3D Viewing, Clipping, and Hidden Surface Removal

1. Describe the viewing pipeline and its components in detail.


2. Explain the concept of the view coordinate system and its transformation
process.
3. Discuss the importance of clipping in 2D and the various algorithms used for it.
4. What is hidden surface removal, and how is it achieved in 3D graphics?
5. Explain the process of window-viewport transformation with examples.
6. What are 3D clipping algorithms? Describe any one algorithm in detail.
7. We are looking at the square object with vertices A(2,1,0), B(2,3,0), C(2,3,3) and
D(2,1,3). The camera is located at the point (1,2,2) and the look-at point is the
center of the object (2,2,2). The up direction is parallel to the positive z direction.
What is the coordinate of the center of the object, after its transformation to the
viewing coordinate system?

8. Outline Cohen–Sutherland Line Clipping Algorithm


9. With an example explain A-Buffer Algorithm
10. Explain Window-To-Viewport Transformation
11. Outline Liang–Barsky line clipping algorithm
12. Explain Warnock’s / painters / octree Algorithm with necessary diagram
13. Refer example 6.3 in page 122
14. How window-to-viewport transformation takes place
15. Sutherland–Hodgeman fillarea clipping algorithm

Module 5: Rendering, Graphics Hardware, and Software

1. Explain the process of scan conversion for lines and circles in computer graphics.
2. Discuss the importance of anti-aliasing and the methods used to achieve it.
3. Describe the role of GPU in rendering and its architecture.
4. Explain shader programming and its applications in graphics rendering.
5. What are the key features of OpenGL, and why is it widely used in graphics?
6. Describe the process of scan conversion for fill-area and character rendering.
7. Explain Graphics Processing Unit
8. Develop Bresenham’s line drawing / DDA/ algorithm
9. Consider the line segment shown in Fig between the two end points A(1,1) and
B(4,3) determine the following two things

1. The pixels that should be colored to render the line.

2. The intensity values to be applied to the chosen pixels (and its vertical
neighbours) to reduce aliasing effect.
10. With an Example of OpenGL program explain GLUT Library
11. Describe various fill area scan conversion algorithms
12. Aliasing and Signal Processing topic

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