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Additions Viva Questions CG

The document provides a comprehensive overview of computer graphics, covering definitions, applications, display types, algorithms for rendering, geometric transformations, viewing transformations, illumination models, 3D modeling techniques, animation, virtual and augmented reality, and additional topics like color models and rendering techniques. It discusses various algorithms and methods used in computer graphics, including anti-aliasing, clipping, and shading techniques, as well as the role of graphics in different fields such as gaming, medical imaging, and architectural visualization. The document also touches on future trends in computer graphics, such as real-time ray tracing and AI-assisted rendering.

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TUSHAR AHUJA
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0% found this document useful (0 votes)
14 views19 pages

Additions Viva Questions CG

The document provides a comprehensive overview of computer graphics, covering definitions, applications, display types, algorithms for rendering, geometric transformations, viewing transformations, illumination models, 3D modeling techniques, animation, virtual and augmented reality, and additional topics like color models and rendering techniques. It discusses various algorithms and methods used in computer graphics, including anti-aliasing, clipping, and shading techniques, as well as the role of graphics in different fields such as gaming, medical imaging, and architectural visualization. The document also touches on future trends in computer graphics, such as real-time ray tracing and AI-assisted rendering.

Uploaded by

TUSHAR AHUJA
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
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Tushar Ahuja

Introduction to Computer
Graphics
1. Define computer graphics.
Computer graphics refers to the creation,
manipulation, and representation of visual content
using computers.
2. What are the key applications of computer
graphics?
o Video games
o Film and animation
o Medical imaging
o CAD (Computer-Aided Design)
o Virtual and Augmented Reality
o Data visualization
3. Differentiate between raster scan and random
scan displays.
o Raster Scan: Displays images pixel by pixel in
a fixed pattern (row-wise).
o Random Scan: Draws images as continuous
lines directly on the screen.
4. Explain the concept of refresh rate and
resolution.
o Refresh Rate: Number of times the display
updates per second, measured in Hz.
Tushar Ahuja

o Resolution: Number of pixels on the screen,


typically expressed as width × height.
5. What is aliasing? How can it be reduced?
o Aliasing: Jagged edges in digital graphics due
to low resolution.
o Reduction: Use anti-aliasing techniques like
supersampling or multisampling.
6. Describe the working principle of a CRT
monitor.
Cathode ray tubes use an electron beam that
moves across the screen, exciting phosphor dots to
produce images.
7. What are the advantages of LCD and LED
displays over CRT monitors?
o Slimmer design
o Lower power consumption
o Sharper image quality
o Higher resolutions
8. Discuss the role of graphics cards in computer
graphics.
Graphics cards handle complex computations for
rendering images, enabling smoother and faster
performance.
9. What is the difference between bitmap and
vector graphics?
o Bitmap: Pixel-based, resolution-dependent
images.
Tushar Ahuja

o Vector: Resolution-independent, defined by


mathematical formulas.

Scan Conversion
10. What is scan conversion?
Conversion of geometric primitives (e.g., lines,
circles) into pixel-based representations on a raster
display.
11. Explain the DDA algorithm for line drawing.
The Digital Differential Analyzer (DDA) computes
intermediate points along a line using floating-point
arithmetic.
12. Describe Bresenham's line drawing
algorithm.
Uses integer arithmetic to efficiently calculate the
pixels of a line, reducing computation overhead.
13. How does Bresenham's circle drawing
algorithm work?
Determines points along a circle's circumference by
exploiting circle symmetry and incremental
calculations.
14. What is the midpoint circle algorithm?
A variant of Bresenham's algorithm that uses
decision parameters to determine the next pixel for
drawing a circle.
Tushar Ahuja

15. Explain the concept of anti-aliasing.


Techniques to reduce visual distortions (aliasing) in
images, making edges smoother.
16. Discuss different anti-aliasing techniques.
o Supersampling
o Multisampling
o Post-processing filters

Clipping
17. What is clipping?
Removing parts of graphics that lie outside a
defined boundary.
18. Explain the Cohen-Sutherland line clipping
algorithm.
Divides the space into regions and uses bit codes to
determine whether a line is inside or outside the
clipping boundary.
19. Describe the Liang-Barsky line clipping
algorithm.
Uses parametric equations to efficiently calculate
the intersection points of a line with the clipping
boundary.
20. What is polygon clipping?
The process of clipping polygons to fit within a
specified boundary, typically in rendering pipelines.
Tushar Ahuja

21. Discuss Sutherland-Hodgman polygon


clipping algorithm.
Iteratively clips polygon edges against each
boundary of the clipping window.

Geometric Transformations
22. What are 2D geometric transformations?
Operations like translation, rotation, scaling, and
shearing applied to 2D objects.
23. Explain translation, rotation, and scaling
transformations.
o Translation: Shifts the object by a specified
distance.
o Rotation: Rotates the object around a pivot
point.
o Scaling: Enlarges or reduces the size of the
object.
24. What are homogeneous coordinates?
A coordinate system that uses an extra dimension
to represent transformations as matrix operations.
25. How can 2D transformations be represented
using matrices?
Each transformation (translation, rotation, scaling)
can be written as a matrix and applied via matrix
multiplication.
26. What is the concept of composite
transformations?
Tushar Ahuja

Combining multiple transformations into one


operation by multiplying their respective matrices.
27. Explain 3D geometric transformations.
Include translation, rotation (around axes), scaling,
and shearing in 3D space.
28. How can 3D transformations be represented
using matrices?
Using 4×4 matrices with homogeneous coordinates.

Viewing Transformations
29. What is the viewing pipeline?
The sequence of steps to transform 3D objects into
2D screen representations, including world-to-view
transformations and projections.
30. Explain the concept of viewing volume.
A region in 3D space (like a frustum) that
determines what is visible in the scene.
31. Describe the process of projection.
Maps 3D objects onto a 2D plane, using either
perspective or parallel techniques.
32. Differentiate between parallel and
perspective projections.
o Parallel: Lines remain parallel after projection.
o Perspective: Lines converge to a vanishing
point for depth realism.
Tushar Ahuja

33. What are orthographic and oblique


projections?
o Orthographic: A type of parallel projection with
perpendicular viewing angles.
o Oblique: Parallel projection at an angle.
34. Explain the concept of vanishing point.
The point where parallel lines in 3D space appear to
converge in a 2D perspective projection.
35. Discuss the role of the viewing matrix.
Used to transform objects from world coordinates to
camera (view) coordinates.

Illumination and Shading


36. What is the illumination model?
A mathematical model for simulating light interaction
with surfaces.
37. Explain ambient, diffuse, and specular
lighting.
o Ambient: General background light.
o Diffuse: Light scattered in all directions.
o Specular: Light reflected in a specific direction.
38. Describe the Phong shading model.
Combines ambient, diffuse, and specular lighting for
realistic shading.
Tushar Ahuja

39. What is Gouraud shading?


Interpolates vertex colors across polygons for
smooth gradients.
40. How does ray tracing work?
Simulates light rays to calculate realistic reflections,
refractions, and shadows.
41. Explain the concept of global illumination.
Considers indirect light (light bouncing off surfaces)
for realistic rendering.

3D Modeling
42. What are 3D modeling techniques?
Techniques to create 3D objects, including:
o Polygon modeling
o Curve-based modeling
o Sculpting
o Procedural modeling
43. Explain polygon meshes.
3D objects represented as a collection of polygons,
typically triangles or quadrilaterals, connected by
vertices and edges.
44. Discuss parametric curves and surfaces.
Parametric equations define curves and surfaces
for smooth, mathematically precise shapes.
45. Describe Bezier and B-spline curves.
Tushar Ahuja

o Bezier: Defined by control points; easy to


manipulate.
o B-spline: More flexible, allowing for local
control of the curve shape.
46. What are NURBS?
Non-Uniform Rational B-Splines are mathematical
representations for generating smooth curves and
surfaces.
47. Explain the concept of texture mapping.
Maps 2D images (textures) onto 3D models to give
them surface detail.
48. Discuss bump mapping and normal
mapping.
o Bump Mapping: Simulates surface
irregularities using height maps.
o Normal Mapping: Uses normal vectors to
achieve more realistic lighting effects.

Animation
49. What is computer animation?
The process of creating moving images using
computer graphics.
50. Explain keyframe animation.
Defines specific frames (keyframes) at certain
intervals, with intermediate frames automatically
generated.
Tushar Ahuja

51. Describe motion tweening.


The process of smoothly interpolating motion
between keyframes.
52. What is morphing?
Gradual transformation of one image or shape into
another.
53. Discuss the concept of inverse kinematics.
A method for animating articulated structures (like
skeletons), determining joint movements from end
positions.

Virtual Reality and Augmented


Reality
54. What is virtual reality?
A fully immersive, computer-generated
environment.
55. What is augmented reality?
Enhances the real world with computer-generated
overlays, blending virtual and physical spaces.
56. How do VR and AR systems work?
o VR: Uses head-mounted displays and sensors
to simulate virtual environments.
o AR: Uses devices like smartphones or AR
glasses to overlay virtual objects in the real
world.
57. Discuss the applications of VR and AR.
Tushar Ahuja

o Education and training


o Gaming and entertainment
o Healthcare (e.g., surgery simulation)
o Retail and product visualization

Additional Topics
58. What is the difference between a frame
buffer and a z-buffer?
o Frame Buffer: Stores pixel data for the final
image.
o Z-Buffer: Stores depth information for
rendering 3D scenes.
59. Explain the concept of hidden surface
removal.
Techniques to determine which surfaces are visible
and which are obscured in a 3D scene.
60. Discuss different hidden surface removal
algorithms.
o Z-buffering
o Painter's Algorithm
o Back-face culling
61. What is the role of color models in
computer graphics?
Represent colors in a standardized way for
processing and rendering (e.g., RGB, CMYK, HSV).
Tushar Ahuja

62. Explain RGB, CMYK, and HSV color models.


o RGB: Red, Green, Blue for screens.
o CMYK: Cyan, Magenta, Yellow, Black for
printing.
o HSV: Hue, Saturation, Value for intuitive color
selection.
63. What is the concept of gamma correction?
Adjusts image brightness to match the non-linear
perception of human eyes.
64. Discuss the importance of texture mapping
in 3D graphics.
Adds realism by simulating surface details without
increasing geometric complexity.
65. Explain the concept of environment
mapping.
Simulates reflections on objects by mapping the
surrounding environment.
66. What is the difference between a raster
image and a vector image?
o Raster: Composed of pixels, resolution-
dependent.
o Vector: Composed of paths, resolution-
independent.
67. Discuss the role of graphics APIs like
OpenGL and DirectX.
Provide frameworks for developing graphics
Tushar Ahuja

applications, handling rendering and hardware


interactions.
68. Explain the concept of real-time rendering.
The process of generating graphics in real-time,
typically used in video games and simulations.
69. What is the difference between a mesh and
a point cloud?
o Mesh: Structured 3D representation with
vertices, edges, and faces.
o Point Cloud: Unstructured collection of points
in 3D space.
70. Discuss the concept of level of detail.
Reducing the complexity of 3D models based on
their distance from the viewer to optimize rendering
performance.
71. Explain the role of physics engines in
computer graphics.
Simulate real-world physics (e.g., collision
detection, gravity) to enhance realism.
72. What is the difference between procedural
and image-based rendering?
o Procedural: Uses algorithms to generate
textures and shapes.
o Image-Based: Relies on pre-existing image
data.
73. Discuss the concept of volumetric
rendering.
Tushar Ahuja

Visualizing 3D datasets, such as clouds, smoke, or


medical scans.
74. Explain the role of computer graphics in
video games.
Creates interactive and immersive visual
experiences, combining animation, physics, and
rendering.
75. Discuss the role of computer graphics in
medical imaging.
Enables visualization of internal body structures
through techniques like CT scans and MRIs.
76. Explain the concept of motion capture.
Recording movements of real-world actors or
objects to animate digital characters.

77. Discuss the role of computer graphics in


film and television.
Used for creating special effects, animated movies,
and realistic environments that would be difficult or
impossible to capture in reality.
78. What is the future of computer graphics?
o Real-time ray tracing
o AI-assisted rendering
o Increased use of VR and AR
o Advanced simulation technologies
79. Explain the concept of GPU acceleration.
Using Graphics Processing Units (GPUs) to speed
Tushar Ahuja

up computations in tasks like rendering and


simulations.
80. Discuss the role of artificial intelligence in
computer graphics.
o Enhancing textures and images
o Automating animation and modeling tasks
o Realistic character behaviors using AI
algorithms
81. What is the difference between a shader
and a kernel?
o Shader: Small programs in graphics pipelines
for rendering.
o Kernel: General-purpose computation
programs run on GPUs.
82. Explain the concept of physically-based
rendering.
Rendering technique that simulates light and
material interaction based on physical principles for
realistic visuals.
83. Discuss the role of computer graphics in
virtual reality.
Provides immersive and interactive experiences by
rendering detailed 3D environments in real time.
84. Explain the concept of volumetric fog.
Simulates fog or mist in a 3D environment by
modeling how light scatters through the volume.
Tushar Ahuja

85. Discuss the role of computer graphics in


augmented reality.
Enhances real-world objects with virtual overlays,
used in gaming, education, and industrial
applications.
86. What is the difference between a static
mesh and a skeletal mesh?
o Static Mesh: Non-deformable objects.
o Skeletal Mesh: Used for deformable objects
like characters, with a skeleton structure for
animation.
87. Explain the concept of cloth simulation.
Simulates the behavior of fabrics under physical
forces, accounting for properties like elasticity and
collision.
88. Discuss the role of computer graphics in
architectural visualization.
Creates realistic 3D models and walkthroughs of
buildings before construction.
89. Explain the concept of subsurface
scattering.
A lighting effect that simulates how light penetrates
and scatters within translucent materials like skin or
marble.
90. Discuss the role of computer graphics in
product design.
Allows for prototyping and visualization of products
before physical production.
Tushar Ahuja

91. What is the difference between a point light


and a spot light?
o Point Light: Emits light in all directions from a
single point.
o Spot Light: Emits light in a focused beam, like
a flashlight.
92. Explain the concept of global illumination.
Simulates indirect lighting, considering how light
bounces off surfaces to create realistic
environments.
93. Discuss the role of computer graphics in
scientific visualization.
Converts complex scientific data into visual formats
for better understanding, e.g., weather models or
molecular simulations.
94. Explain the concept of image-based
lighting.
Uses real-world images (e.g., HDRIs) to illuminate
3D scenes, creating realistic lighting.
95. Discuss the role of computer graphics in
education.
Used for interactive learning tools, visualizing
complex concepts, and creating virtual classrooms.
96. What is the difference between a forward
renderer and a deferred renderer?
o Forward Renderer: Processes each object in
a scene individually.
Tushar Ahuja

o Deferred Renderer: Processes lighting and


shading in a post-pass, better for complex
scenes.
97. Explain the concept of screen-space
ambient occlusion.
Adds depth and shadow detail by simulating how
light is occluded in crevices or where objects meet.
98. Discuss the role of computer graphics in
the automotive industry.
Used for designing vehicles, creating simulations,
and visualizing prototypes in virtual environments.
99. Explain the concept of hair and fur
rendering.
Techniques to simulate realistic hair and fur,
accounting for properties like strand thickness and
light scattering.
100. Discuss the role of computer graphics in
the aerospace industry.
Used for designing aircraft, visualizing
aerodynamics, and creating flight simulations.

101. What is surface rendering?

 A technique used to determine how light interacts


with the surface of an object.
 Includes calculations for reflection, shading, and
texture.
Tushar Ahuja

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