B.E./B.Tech. DEGREE EXAMINATION,
NOVEMBER/DECEMBER 2011.
Seventh Semester
Computer Science and Engineering
CS 2401 — COMPUTER GRAPHICS
(Common to Information Technology)
(Regulation 2008)
Time : Three hours Maximum : 100
marks
Answer ALL questions.
PART A — (10 × 2 = 20 marks)
1. Write down any two line attributes.
2. Differentiate window and viewport.
3. What are spline curves?
4. Define quadric surfaces.
5. What is animation?
6. Define keyframes.
7. What do you mean by shading of objects?
8. What is texture?
9. Define fractals.
10. Differentiate Mandelbrot and Julia sets.
PART B — (5 × 16 = 80 marks)
11. (a) Write down and explain the midpoint circle drawing
algorithm. Assume 10 cm as the radius and co-ordinate origin as the centre of
the circle.
Or
(b) Explain in detail the Cohen-Sutherland line clipping
algorithm with an example.
12. (a) Differentiate parallel and perspective projections
and derive their projection matrices.
Or
(b) With suitable examples, explain all 3D transformations.
13. (a) Write notes on RGB and HSV color models.
Or
(b) Discuss the following:
(i) Methods to draw 3D objects. (8)
(ii) Basic OPENGL operations. (8)
14. (a) Explain the following:
(i) Adding texture to faces. (8)
(ii) Adding shadows of objects. (8)
Or
(b) Write down and explain the details to build a camera in
a program.
15. (a) Write notes on Peano curves.
Or
(b) Write about random fractals in detail.
B.E/B.TECH DEGREE EXAMINATION,
JANUARY 2010
Computer Science and Engineering
CS 2401 — COMPUTER GRAPHICS
(Common to Information Technology)
(Regulation 2008)
PART A — (10 × 2 = 20 marks)
1. Write down any two line
attributes.
2. Differentiate window and view
port.
3. What are spline curves?
4. Define quadric surfaces.
5. What is animation?
6. Define key frames.
7. What do you mean by shading of
objects?
8. What is texture?
9. Define fractals.
10. Differentiate Mandelbrot and
Julia sets.
PART B — (5 × 16 = 80 marks)
11. (a) Write down and explain the
midpoint circle drawing algorithm. Assume 10 cm as the radius and co-ordinate
origin as the centre of the circle. (16 marks)
Or
(b) Explain in detail the
Cohen-Sutherland line clipping algorithm with an example. (16 marks)
12. (a) Differentiate parallel and
perspective projections and derive their projection matrices.(16 marks)
Or
(b) With suitable examples, explain
all 3D transformations. (16 marks)
13. (a) Write notes on RGB and HSV
color models. (16 marks)
Or
(b) Discuss the following:
(i) Methods to draw 3D objects. (8)
(ii) Basic OPENGL operations. (8)
14. (a) Explain the following:
(i) Adding texture to faces. (8)
(ii) Adding shadows of objects. (8)
Or
(b) Write down and explain the
details to build a camera in a program. (16 marks)
15. (a) Write notes on Peano curves.
(16 marks)
Or
(b) Write about random fractals in detail.
(16 marks)
B.E.
/ B.Tech. DEGREE EXAMINATION, NOVEMBER/DECEMBER 2012.
Seventh
Semester
Computer
Science and Engineering
CS
2401 / CS 71 - COMPUTER GRAPHICS )
(Regulation
2008)
Time:
Three hours Maximum: 100 marks
Answer
ALL questions
PART
A - (10 x 2 = 20 marks)
1. Write down
the shear transformation matrix.
2. Define text
clipping.
3. Differentiate
oblique and orthogonal projections.
4. Define spline
curves.
5. State the
difference between CMY and HSV color models.
6. What are
keyframe systems?
7. What is a
shadow?
8. Define
texture.
9. List down the
properties of piano curves.
10. Write down
some of the Boolean operations on objects.
PART
B - (5 x 16 = 80 marks)
11.(i) Line
drawing algorithm. (8)
(ii) Line
clipping algorithm. (8)
Or
(b) With suitable examples, explain the
following
(i) Rotational
transformation. (8)
(ii) Curve
clipping algorithm. (8)
12. (a) (i)
Differentiate parallel and perspective (8)
(ii) Write notes
on 3D viewing. (8)
Or
(b) (i) With suitable examples, explain the 3D
transformations. (8)
(ii) Write notes
on quadric surfaces. (8)
13. (a) (i)
Explain RGB color model in detail. (8)
(ii) Explain how
3D scenes are drawn. (8)
Or
(b) (i) Discuss the computer animation
techniques. (10)
(ii) Explain how
3D objects are drawn. (6)
14. (a)
Differentiate flat and smooth shading models. (16)
Or
(b) Discuss the methods to draw and add
shadows to objects. (16)
15. (a) Write
notes on the following
(i) Mandelbrot sets (8)
(ii) Julia sets.
(8)
Or
(b) (i) Describe the creation of images by
iterated functions. (8)
(ii) Explain the
method for adding surface texture. (8)
B.E./B.Tech.
DEGREE EXAMINATION, MAY/JUNE 2012.
Seventh
Semester
Computer
Science and Engineering
CS
2401/C8 71 - COMPUTER GRAPHICS
(Regulation
2008)
Time:
Three hours Maximum : 100 marks
Answer
ALL Questions.
PART
A -(10x 2 = 20 marks)
1. What i s the
major d i f f e r e n c e b e t w e e n s y m m e t r i c a l DDA and simple
DDA?
2. What i s the
ruse of clipping?
3. Differentiate
parallel projection f r o m perspective projection,
4. Define
viewing.
5. What a re
subtractive colors?
6. What do you
mean by temporal aliasing?
7. Define
shading.
8. What is
texture?
9. Define
fractals.
10. What is
Julia sets?
PART
B -(5 x 16 = 80 marks)
11. (a) Explain
about Bresenham's circle generating algorithm.
(b) Write about Cohen-Sutherland's line
clipping algorithm.
12. (a) Explain
about 3D object representations.
(b) Explain about 3D transformations.
] 3. (a) Compare
and contrast between RGB and CMY color models.
(b) Discuss about the methods for drawing 3D
objects and scenes.
14. (a) Explain
about shading models.
(b) How do you create shaded objects and draw
shadows? Explain.
l5. (a) Explain
the followmg
(i) Peano curves
(ii)Mandelbrot sets
(iii)Random fractals.
(b) Write notes
on the following
(i) Ray tracing
(6)
(ii) Reflection
and transparency.(10)
B.E./B.Tech. DEGREE EXAMINATION,
NOVEMBER/DECEMBER 2013.
Seventh Semester
Computer Science and Engineering
CS 2401/CS 71/10144 CS 702.— COMPUTER GRAPHICS
(Common to Information Technology)
(Regulation 2008/2010)
Seventh Semester
Computer Science and Engineering
CS 2401/CS 71/10144 CS 702.— COMPUTER GRAPHICS
(Common to Information Technology)
(Regulation 2008/2010)
Time: Three hours
Maximum :100 marks
Answer ALL questions
PART A (10x2=20marks)
1. Digitize a line from (10, 12) to
(15, 15) on a raster screen using Bresenhams straight line algorithm. .
2. List the different types of text
clipping methods available.
3. Give the general expression of
Bezier Bernstein polynomial.
4. Give the single-point perspective
projection transformation matrix when projectors are placed on the z-axis.
5 List any four real time animation
techniques
6. How are mouse data sent to an
OpenGL application? ,
7. Which shading method is faster
and easier to calculate? Why? ,
8. What are the types of reflection
of incident light?
9. Where does the ray r(t) (4; 1, 3)
+ (—3, —5, —3)t hit the generic plane?
10 How objects are modelled using
constructive solid geometry technique?
PART B — (5 x 16= 80 marks)
11. (a) (i) Calculate the pixel location approximating, the first octant of a circle having centre at (4, 5) and radius 4 units using Bresenhams algorithm. (8)
ii) Discuss in brief: Antialiasing techniques. (8)
Or
(b) (i) A polygon has four vertices located at A(20, 10) B(60, 10) C(60, 30) D(20, 30). Calculate the vertices after applying a transformation matrix to double the size of polygon with point A located on the same place. (8)
(ii) The reflection along the line y = x is equivalent to the reflection along the X axis followed by counter clockwise rotation by O degrees. Find the value of Theta. (8)
12. (a) (i) A cube has. its vertices located at A(0, 0, 10), B(10, 0,10), C(10, 10, 10), D (0, 10,10), E(0, 0, 0), F(10, 0, 0), G(10, 10, 0), 11(0, 10, 0). The Y axis is vertical and Z axis is oriented towards the viewer. The cube is being viewed from point (0, 20.80). Calculate
the perspective view of the cube on XY plane. (8)
(ii) Discuss on the various visualization techniques in detail. (8)
Or
(b) (i) Calculate the new coordinates of a block rotated about x axis by an angle of = 30 degrees. The original coordinates of the block are
given relative to the global xyz axis system.
A(1, 1, 2) B(2, I, 2) C(2, 2, 2) D(1, 2, 2) E(1, 1, 1) F(2, 1, 1) G(2, 2,1) 11(1, 2, 1). (8)
(ii) Discuss on Area subdivision method of hidden surface identification
algorithm. (8)
13. (a) Discuss on the various colour models in detail. (16)
Or
(b) Discuss on the methods used in OPENGL for handling a window and also write a simple program to display a window on the screen. (16)
14. (a) Discuss on the process of adding textures to faces of real objects. (16)
Or
(b) Compare Flat shading and Smooth shading with respect to their
characteristics and types. (16)
11. (a) (i) Calculate the pixel location approximating, the first octant of a circle having centre at (4, 5) and radius 4 units using Bresenhams algorithm. (8)
ii) Discuss in brief: Antialiasing techniques. (8)
Or
(b) (i) A polygon has four vertices located at A(20, 10) B(60, 10) C(60, 30) D(20, 30). Calculate the vertices after applying a transformation matrix to double the size of polygon with point A located on the same place. (8)
(ii) The reflection along the line y = x is equivalent to the reflection along the X axis followed by counter clockwise rotation by O degrees. Find the value of Theta. (8)
12. (a) (i) A cube has. its vertices located at A(0, 0, 10), B(10, 0,10), C(10, 10, 10), D (0, 10,10), E(0, 0, 0), F(10, 0, 0), G(10, 10, 0), 11(0, 10, 0). The Y axis is vertical and Z axis is oriented towards the viewer. The cube is being viewed from point (0, 20.80). Calculate
the perspective view of the cube on XY plane. (8)
(ii) Discuss on the various visualization techniques in detail. (8)
Or
(b) (i) Calculate the new coordinates of a block rotated about x axis by an angle of = 30 degrees. The original coordinates of the block are
given relative to the global xyz axis system.
A(1, 1, 2) B(2, I, 2) C(2, 2, 2) D(1, 2, 2) E(1, 1, 1) F(2, 1, 1) G(2, 2,1) 11(1, 2, 1). (8)
(ii) Discuss on Area subdivision method of hidden surface identification
algorithm. (8)
13. (a) Discuss on the various colour models in detail. (16)
Or
(b) Discuss on the methods used in OPENGL for handling a window and also write a simple program to display a window on the screen. (16)
14. (a) Discuss on the process of adding textures to faces of real objects. (16)
Or
(b) Compare Flat shading and Smooth shading with respect to their
characteristics and types. (16)
15. (a) (i) Discuss the Ray tracing
process with an example. (8)
(ii) Explain how refraction of light in a transparent object changes the
view of the three dimensional object. (8)
Or
(b) Write shot notes on:
(i) Mandelbrot sets. (5)
(ii) Fractal geometry. (5)
(iii) Boolean operations on objects. (6)
(ii) Explain how refraction of light in a transparent object changes the
view of the three dimensional object. (8)
Or
(b) Write shot notes on:
(i) Mandelbrot sets. (5)
(ii) Fractal geometry. (5)
(iii) Boolean operations on objects. (6)
B.E./B.Tech.
DEGREE EXAMINATION, MAY/JUNE 2013.
Seventh
Semester
Computer
Science and Engineering
CS
2401/C8 71 - COMPUTER GRAPHICS
(Regulation
2008)
Time:
Three hours Maximum : 100 marks
Answer
ALL Questions.
PART
A -(10x 2 = 20 marks)
1. Define aspect
ratio?
2. How will you
clip a point?
3. What are the
advantages of B spline over Beizer curve?
4. What is
critical Fusion Frequency?.
5. Draw the
color model HLS double cone?
6. What is
dithering?
7. Define rendering.
8. Differentiate
flat and smooth shading?
9. Define
fractals.
10. What is surface
path?
PART
B -(5 x 16 = 80 marks)
11. (a) Explain the
basic concept of midpoint ellipse drawing algorithm.Derive the decision
parameter for the algorithm and write down the algorithm steps.
or
(b) Explain two dimensional Translation and
scaling with an example (8)
Obtain a transformation matrix for
rotating an object about a specified pivot point (8)
12. (a) Determine
the blending function for uniform periodic Bspline curve for n=4,d=4 (8)
Explain anyone visible surface identification
algorithm (8)
or
(b) Explain a method to rotate an object about
an axis that is not parallel to the coordinate axis with neat block diagram and
derive the transformation matrix for the same
] 3. (a) Briefly
explain different color model in details
or
(b) How will you model three dimensional
objects and scenes in OPENGL explain with an example code.
14. (a) Explain the
method of adding shadows to objects. (8)
(b) Explain Gauraud shading techniques and
write the deficiencies in that method and how it is rectified using phong
shading techniques.(8).
Or
Explain how to
add texture to faces(8)
How will you
build and fix camera position in a graphics program?Explain(8)
l5. (a) Briefly
explain different types of fractals with neat diagram and also explain how to
construct fractals and the uses of fractals in computer graphics.
or
(b) Explain ray
tracing method in detail (8)
Write short
notes on applying Boolean operations on modeled objects to create new objects
(8)