VII - SEMESTER- CS2401-COMPUTER GRAPHICS - KEY
PART-A
- Write the two phases in Cohen Sutherland algorithm.
Identify those lines
which intersect the clipping window and no need to clipped
Perform the clipping
- Write the formula for viewport transformation.
(Xv-Xvmin)/(Xvmax-Xvmin)=
(Xw-Xwmin)/(Xwmax-Xwmin)
- Specify two advantages of B-splines curves.
The degree of a B spline
polynomial can be set independently of the number of control points.
B-Spline allow local
control over the shape of aspline curve or a surface.
- What are quadratic surfaces?
The quadratic surfaces
are the describe with second degree equations.
- What is OPENGL?
OpenGL stands for Open
Grapics Library. OpenGL provides a set of commands to render a three dimention
scene.
- Write the types of library available for OPENGL.
OpenGL Utility
Library(GLU)
OpenGL Utility Toolkit
(GLUT)
- State the Lamber's law.
The relationship between
brightness and surface orientation
- What is shadow buffer?
An auxillary second
depth buffer, is employed for each light source.It contains "depth
picture" for the scene from the point of view of the light source.
- Give the rules for dragon curves.
the rules that used X
and Y for dragon curves
F ? F
X ? X+YF+
Y?-FX-Y
Atom=FX
F means "draw
forward"
-means "turn left
90 degree"
+ means turn right 90
degree"
- What is known as surface texure?
Surface texure, also
known surface finish, is the characteristics of a surface in which computer
generated images is made more likvely and realistic by paining texture on
various surfaces.
PART-B
- a) Explain in detail about the Cohen Sutherland line clipping.
Process that identifies the portion of a picture that are either inside
or outside of a specified region is referred as clipping
conditions followed
1. Tw end points are coming inside the boundary of clipping window
2.Two enpoints are coming outside with 2 intersection
3.One end point coming outside with one intersection
4.Two end points are coming outside with no intersection
Draw diagram for all these conditions
finding region code for each end point
1- represents that the point is inside tha clipping boundary
0- represents that the point is outside the clipping boundary
Find the intersection point using formula
Y = Y1+M(X-X1)
M= (Y2-Y1)/(X2-X1)
X=X1+(Y-Y1)/M
b) Briefly explain the polygon clipping
with suitable example.
Clip a polygon by procesing the
polygon boundary as a whole against each window edge. Each and every vertex in
polygon is checked against the clippinng boundary.
draw sample diagrams
clipping procedure
1.If 1 st vertex is outside,2 nd
vertex is inside the boundary point
intersection point and 2 nd vertex will be taken in the output list.
2.If both vertex are inside, only 2 nd vertex is taken in output vertex.
3.If 1 st vertex is inside ,2 nd vertex in outside boundary only the intersection point is taken
4.If both are outside , nothing will be stored.
- a) Discuss briefly about the visualization of data set.
b) Explain in detail about the different
3D projections with example.
13. a) What
is animation? Explain the steps to design an animation sequence.
An animation sequence is designed with the following steps.
Story board layout
Object definition
Key frame specification
Generation of in between frames
b) Explain
briefly about the basic graphics primitives of OPENGL.
OpenGL is designed as a streamlined,
hardware-independent interface to be implemented on many different hardware
platforms. To achieve these qualities, no commands for performing windowing
tasks or obtaining user input are included in OpenGL; instead, you must work
through whatever windowing system controls the particular hardware you're
using. Similarly, OpenGL doesn't provide high-level commands for describing
models of three-dimensional objects. Such commands might allow you to specify
relatively complicated shapes such as automobiles, parts of the body,
airplanes, or molecules. With OpenGL, you must build up your desired model from
a small set of geometric primitives - points, lines, and polygons.
The following
diagram shows the Henry Ford assembly line approach, which OpenGL takes to
processing data. Geometric data (vertices, lines, and polygons) follow the path
through the row of boxes that includes evaluators and per-vertex operations,
while pixel data (pixels, images, and bitmaps) are treated differently for part
of the process. Both types of data undergo the same final steps (rasterization
and per-fragment operations) before the final pixel data is written into the
framebuffer.
Order of Operations

14. a) Explain
how to add surface texture to faces of a mesh object.
b) Describe
about the procedure to create and manipulate the camera in OpenGL.
programming.
15. a) What
is iterated
function system(IFS)? Explain in detail.
IFS stands for Iterated Function System. Fractals of this type
are created by applying one of a number of functions, chosen randomly from the
rules set up for the IFS, repeatedly to an intitial point, and graphing each
new point. IFS stands for Iterated Function System. Fractals of this
type are created by applying one of a number of functions, chosen randomly from
the rules set up for the IFS, repeatedly to an intitial point, and graphing
each new point.
b) Explain in detail about the Julia set.
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