UNIT
I
2D
PRIMITIVES
PART – A
1. Define Computer graphics.
2.
Define
refresh buffer/frame buffer.
3.
What
is pixel?
4. Define aspect ratio.
5. What is Output Primitive?
6. What is DDA?
7. What are the
disadvantages of DDA algorithm?
8. Digitize a line from
(10,12) to (15,15) on a raster screen using Bresenhams straight line algorithm.
9. What is attribute parameter?
10. What are the basic lines
attributes?
11. What is meant by
antialiasing?
12. Define Translation.
13. Define Rotation.
14. Define Scaling.
15. Define Reflection.
16. Define Shear.
17. Define Window.
18. Define view port.
19. What is viewing
transformation?
20. Define Clipping.
21. What are the types of
Clipping?
22. What is the purpose of
presentation graphics?
23. What is frame buffer?
PART-B
1. Explain DDA line drawing
algorithm with Example.
2. Explain about Bresenham’s
circle generating algorithm.
3. Write down and explain
the midpoint circle drawing algorithm. Assume 10 cm as the radius and co-ordinate as the centre of the circle.
4. Explain about Bresenham’s
ellipse generating algorithm.
5. Write down and explain
the Bresenham’s line drawing algorithm with an example.
6. Write short notes on
attributes of output primitives.
7. Explain in detail the
Sutherland-Hodgeman clipping algorithm with an example.
8. Write about
Cohen-Sutherland line clipping algorithm with an example.
9. Explain about two
dimensional geometric transformations.
10. Write short notes on clipping operations.
11. Calculate the pixel location approximating the
first octant of a circle having centre at (4,5) and radius 4 units using Bresenham’s algorithm.
12. Discuss in brief Antialiasing techniques.
UNIT II
3D CONCEPTS
PART–A
1. Differentiate parallel projection from perspective projection.
2. What is shear transformation
3. What are spline curves?
4. Define quadric surfaces.
5. Categorize the 3D object representations?
6. What is a B-reps?
7. What is space-partitioning representation?
8. What is Transformation?
9. What are the types of transformations?
10. What is projection? What are the types of projection?
11. Write the matrix for 3D z-axis rotation.
12. Write the matrix for 3D translation.
13. What are the steps in 3D rotation?
14. What is scaling?
15. What is shearing?
16. What is reflection?
17. Distinguish between window port & view port?
18. What is the need of homogeneous coordinates?
19. What is fixed point scaling?
PART-B
1. With suitable examples explain all 3D transformations.
2. Differentiate parallel and perspective projections and derive
their projection matrices.
3. Explain about 3D object representation.
4. Write short notes on polygon surfaces and quadric surfaces.
5. Write short notes on Bezier curve and spline.
6. Write short notes on visible surface detection methods.
UNIT-III
COLOR MODELS
PART – A
1. How will you convert from YIQ to RGB color
model?
2. What are subtractive colors?
3. What is RGB color model? How RGB model
represented?
4. How RGB is converted to CMY?
5. How CMY is converted to RGB?
6. What is HSV color model? Draw HSV hexcone.
7. What is HLS color model?
8. What is animation? List different types of
animation.
9. Define keyframe.
10. Define morphing.
11. What is Frame-by-Frame animation?
12. What does story board define?
13. What is OPENGL?
14. Give the format OpenGL vertex command?
15. What is the use of glPointSize()?
16. What is the Model view Matrix?
17. What is the Viewport Matrix?
PART-B
1. Explain about various color models?
2. Explain in detail the CMY color model.
3. Compare and contrast between RGB and CMY
color models.
4. Write notes o RGB and HSV color models.
5. Write notes on raster animation.
6. Discuss the methods to draw 3D objects and
3D scenes?
7. What is OpenGL? Discuss the basic operations
of OpenGL.
UNIT IV
RENDERING
PART - A
1. What is a shading model?
2. Define shading.
3. Differentiate flat and smooth shading
4. How are shadow areas displayed
5. What is texture?
6. What are the two types of smooth shading?
7. What is Phong shading?
8. What is texture mapping/ pattern mapping?
9. What is environment mapping/ reflection
mapping?
10. Write down the function of texture(s,t)?
11. What is the visible intensity?
12. What is the use of glTexCoord2f()
function?
13. Write down the OpenGL command to define a
quadrilateral face.
14. Give the basic idea of reflection Mapping.
15. What is called a shadow buffer?
16. What does sliding means?
17. Write down the syntax for
glFramebufferRenderbufferEXT().
18. What is the function of
glCheckFramebufferStatusEXT()?
19. Write down the syntax for
glGetRenderbufferParameteriveEXT().
20. List out some of the rules of FBO
completeness.
PART-B
1. Explain the following a) Adding texture to
faces b) creating shaded objects.
2. Explain the following a) Adding shadows to
objects b) drawing shadows.
3. How do you create shaded objects and draw
shadows explain?
4. Explain about shading models?
5. Write down and explain the details to build
a camera in a program.
6. Explain in detail about Flat and Smooth
shading?
UNIT V
FRACTALS
PART – A
1. Define Fractals. Give examples.
2. List out some properties of fractal.
3. What are three types of self-similarity
found in fractals?
4. What is Koch Curve?
5. Give the general procedure to construct
Koch curve.
6. What is known as L-Systems?
7. What are the instructions to be followed in
L-systems?
8. What is Julia sets?
9. Differentiate Mandelbrot and Julia sets.
10. What is String Production Rules?
11. What is Iterated Function System (IFS)?
12. Give the rules for Dragon Curves?
13. Give the parameter to represent each
curves based on String production.
14. What is space-filling curve?
15. What is Ray Tracing?
16. What is the state of a turtle?
17. What is the functionality of hit()
methods?
18. What is known as Surface texture?
19. What is total internal reflection?
20. What is Constructive solid geometry?
21. What is CSG Objects?
PART-B
1. Write notes on the following
a. Peano curves
b. Julia sets
c. Mandelbrot sets
d. Random fractals.
2. Discuss the following
a. Reflection and transparency
b. Boolean operations on objects.
3. Write about random fractals in detail.
4. Define Koch curve? How do you construct the
Koch curve?
5. Explain about Mandelbrot sets?
6. Explain about Julia sets?
7. Explain about Intersecting rays with other
primitives?
8. Explain about Boolean operation on objects?
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