QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION
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1 QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear examples explain applications of Computer Graphics(10). 1. Define rasterization (or) Scan conversion (2) 2. Define Frame buffer(2) 3. Explain the graphics system with neat block diagram.(10) 4. Explain the concept of pinhole camera which is an example of an imaging system. Derive the expression for an angle of view. Also indicate the advantages and disadvantages of this.(10) 6. Explain the showdown mask CRT with neat diagram (5) 7. With an aid of a functional schematic, describe graphics pipepline with major steps in the imaging process.(10) 8. Define Clipping window (2) 9. Define COP, projector, projection plane(5) 10. Define aspect ratio(2). 11. Explain pen plotter model. 12. What is rendering(2) 13. Explain Synthetic Camera model.(10) 14. Write a opengl program for a 2D Sierpinski Gasket using mid point of each of triangle. Indicate the assumptions made in generating the above.(10) 15. Define the following i) World co-ordinates (2) ii) Device co-ordinates (2)
2 iii) Window co-ordinates (2) Which are the 4 major area of concern in the application of computer Graphics. (12) 17. What is graphics System. With block diagram explain the system. (10) 18. List the major element of a graphics system. Explain them with relevant block diagram. (10) 19. Write a note on pixel and the frame buffer. Explain how they are interrelated. (10) 20. Write a note on i) Input devices ii) Output devices (10) 21. Computer-generated images are synthetic or artificial. Justify your answer.(5) 22. Brief, image seen by 3 different viewers (10) 23. Briefly explain ray tracing (8) 24. Write a note on human visual system (8) 25. Explain the process of image formation with Pinhole camera as example. (10) 26. Explain the imaging system considering synthetic camera model. (10) 27. Write a note on programmer interface. (08) 28. Explain how the interface between an application program and a graphics system take place. (10*) 29. Giving the block diagram explain the high level view of graphics system. (06*) 30. Explain the different graphics architectures.(06*) 31. Write a fragment of a simple program in pen plotter model that would generate output shown in fig Q1(d).(04)
3 UNIT II OBJECTIVE This chapter introduces application programmer s interface(api).this API allow you to program many interesting two and three dimensional problems. 1. What is black box? Explain the graphics function.(10) 2. Write a program for approximating a sphere.(10) 3. What is GLU and GLUT?(2) 4. Define primitive. Explain the type specification of each primitive(4) 5. Explain the polygon types in openglwith functions(5) 6. Define bit blocks and bit-block transfer(2) 7. Briefly explain the orthographic viewing with open GL functions for 2D and 3D viewing. Indicate the significance of projection plane an d the viewing point in this(10). 8. Define complementary colors and color gamut(2). 9. Explain RGB color model(5) 10. What is color lookup table(2). 11. What is indexed color(2). 11. Explain the following i) Coordinate system(2) ii) Aspect ratio and view port(3)
4 13. What is visible surface algorithm(2). 14. Write a note on the modeling-rendering paradigm (06) 15. Briefly explain the graphics architectures involved in graphics system (10) 16. Note on how to produce images using penplotter 17. Briefly describe how mapping takes place from world co-ordinates to raster co-ordinates 18. Write typical main functions that works for root non-interactive applications and each function call in it.(10*) 19. Differentiate additive color model from subtractive color model.(03*) 20. Explain the major groups of graphics functions. (07*) UNIT III OBJECTIVE- It introduces the variety of devices available for interaction and discussion about client server and client server graphics. 1. What are the various classes of logical input devices that are supported by open GL? Explain the functionality of each of these classes.(10) 2. Enlist the various features that a good interactive program should include.(4). 3. Explain the following i) Input mode(5) ii)display list(5) 4. What is data tablet(2). 4. Explain the following i) Double buffering(5) ii) list the features of designing interactive programs.(5) 5. Describe drawing erasable lines(5). 6. What is graphics server(2). 7. Explain in detail about mouse event and reshape event and write functions for each
5 Event (10). 8. Explain the display processor architecture(5). 9. What is axis-aligned bounding boxex or extents(2). 10. What is middleware(2). 11. What is overlay planes(2) 12. Explain the different input modes (10) 13. With figure explain the clients and servers in interaction (10) 14. With block diagram explain the display processor architecture (10) 15. Explain the problem that you face in defining a stroke font. (06) 16. Write a note on fonts in GLUT (06) 17. Explain different ways how to develop the event input using examples. (14) 18. How to define a menu. How to construct a slidebars to allow user to define colors (12) 19. Describe the feature considering in the design of interactive programs (12) 20. What are the major characteristics that describe the logical behavior of input devices? Explain how opengl provides the functionality of each of the classes of logical input devices.(08*) 21. What is display list? Give the open GL code segment that generates a display list defining red triangle with vertices at(50,50),(150,50) and (100,150).(07*) 22. What is double buffering? How is it implemented in open GL?(05*) UNIT IV OBJECTIVE This chapter is concerned with representation of basic geometric types and how to convert between various representation.it deals how to specify transformations interactively and apply them smoothly. 1. Define the following i) Scalar(2)
6 ii)vector(2) iii)an Euclidean space(2) iv)affine space(2) v)convexity(2) 2. What is coordinate free geometry(2) 3. Explain the coordinate systems and frames.derive the matrix for changing coordinate systems.(10) 4. What is dot product and cross product(2) 5. What is tessellate and explain tessellation(4). 6. What is world frame, model frame and eye frame(5). 7. Describe the frames in OpenGL.(10) 8. Explain modeling a colored cube.(10) 9. Explain the complete procedure of converting a world object frame into camera or eye frame, using model view matrix.(10) 10. With regard to modeling discuss the following:(10) i) Data structures for object representation. ii) Bilinear interpolation. iii)vertex arrays. 11. Explain affine transformation. 12. Explain two dimensional transformation.(10) With the feature explain the 3 dimensional primitives, give example. (10) 14. Write a note on co-ordinate system (05) 15. What are homogenous co-ordinates, how they are represented (06) 16. Write a note on frame and their representation (05) 17. Describe how frame are considered in opengl (08)
7 18. What is transformation, explain what do you understand by Affine Transformation (08) 19. In details explain the following. i) Rotation ii) Translation iii) Scaling iv) Shear 20. Explain the different open GL frames.(07*) 21. Explain the bilinear interpolation method of assigning colors to points inside a quadrilateral.(06*). 22. Explain the properties that ensure that a polygon will be displayed correctly.(03*) 23. Explain the following i) Point vector addition ii)homogeneous coordinates.(04*) UNIT V OBJECTIVE This chapter deals transformation in homogeneous coordinates and specifies matrix representation for transformation.it describes OpelGL functions for translation rotation and scaling. 1. Explain transformation in homogeneous coordinates.(10) 2. Explain concatenation of transformations.(10) 3. Describe instance transformation.(5) 4. Explain rotaion about arbitrary axis.(5) 5. What is CTM? Explain OpenGl transformation matrices.(10) 6. Explain interfaces to 3D applications.(10) 7. What is incremental rotation(5) 8. Write the functions for rotation about a fixed point in OpenGL.(5) 9. Write a program for spinning of the cube(10) 10. What are quaternions? With illustrative example,explain how quaternions are used in rotations in a three dimensional space.give the mathematical representations of quanternions.(10)
8 11. Explain the following in homogeneous i) Rotation ii) Translation iii) Scaling iv) Shear 12. Explain the how rotation is made for the following when rotation is considered. i) About a fixed point ii) General rotation iii) About an arbitrary axis (10) 13. Explain how rotation, translation and scaling is considered in opengl. (08) 14. Describe the different callback function involved spinning of the cube (10) 15. Find the homogenous co-ordinates representation of plane. (10) 16. Determine the rotation matrix formed for i) About a fixed point ii) General rotation iii) About an arbitrary axis (10) 17. Explain the basic transformations in 3D and represent them in matrix form.(07*) 18. What are the entities required to perform a rotation? Show that two rotations about the same axis commute.(07*) 19. What is concatenation? How does it affect the efficiency of transformations?(04*) 20. What are the advantages of quaternions?(02*) UNIT VI OBJECTIVE- It deals with type of projection and how OpenGL handles viewing.it derives projection matrices that describe the most important parallel and perspective views. 1. Explain the difference between classical and computer viewing.(5) 2. What is planar geometric projections(2). 3. With neat sketches,explain the various types of views that are employed in computer graphics systems.(10) 4. What is orthographic projections(2).
9 5. What is multiview orthographic projection(2) 6. What is projection?explain the different types of projection along with functions used for the purpose in opengl.(10). 7. What is axonometric projection(2). 8. What is isometric trimetric and dimetric view(4) 9. Explain in detail about perspective projection(5). 10. Explain the positioning of camera frame.(10) 11. Explain hidden surface removal.(10) 12. Explain parallel projection matrices.(10) 13. Expalin perspective projection matrices.(10) 14. Explain oblique projections(4). 15. Explain projections and shadows.(10). 16. Explain the concepts of viewing in computer graphics (10) 17. With examples explain the term i) projection ii) Center of projection iii) Direction of projection (15) 18. With examples explain the classical views (12) 19. Explain perspective viewing wrt to 1-,2- & 3 point perspectives (12) 20. What is simple projection. Explain perspective projection and obtain the matrix from for the same. (12) 21. Describe the orthogonal projection with homogenous co-ordinates (08) 22. Explain parallel viewing and perspective in OpenGL (14) 24. Obtain the parallel projection matrics for the following i) Orthogonal projection ii) Oblique projection 25. Bring out the differences between perspective and parallel projection.(07*) 26. Derive the simple perspective projection matrix.(05*)
10 27. What is projection normalization? (03*) 28. Give the Z buffer algorithm giving its pseudo code. (05*) UNIT VII OBJECTIVE- It deals interaction between lights and surfaces.it introduces the lighting model used by OpenGL and polygonal shading. 1. What are the different methods available for shading a polygon?briefly discuss any two of them(10) 2. Classify the surfaces.(5) 3. Explain the light sources.(10) 4. Explain phong lighting model.indicate the advantage and disadvantage of this model. 5. What is ambient light(2). 6. Explain the functions for representing light sources in OpenGL.(10) 7. Explain the functions for specication of material in OpenGL.(10). 8. What is spot light(2). 9. Explain the modified phong model(or) Blinn-phong model(5). 10 What is angle of reflection and angle of incidence(5). 11. Write a note on reflecting surfaces and light and light surfaces (10) 12. Briefly explain the computer imaging (5) 13. Briefly explain the color surfaces (5) 14. Briefly explain the point source (5) 15. Briefly explain the distant light sources (5) 16. What do you understand by polygonal shading. Explain the flat, interpolative and gouraud and phong shading. (16) 17. Describe how light source is considered in opengl. (10) 18. Write a note on specification of material in OpenGL (10) 19. Explain the ray-tracing with respect to leaving ray, shadow and casting model (12)
11 20. Explain the ray-tracing with respect to mirror and reflection and transimossion (10) 21. Write a note on radiosity (08) 22. What are the various methods available for shading a polygonal mesh? (07*) 23. Write the open GL code segment to approximate a sphere using subdivision (05*) 24. Explain the different types of light sources supported by open GL (08*) UNIT VIII OBJECTIVE- It concerned with the basic algorithms that are used to implement the rendering pipeline used by OpenGL.It will focus on three issues:clipping,rasterization, and hidden surface removal. 1. What is clipping? Explain cohen Sutherland line clipping.(10) 2. Explain polygonal clipping with neat sketches.(10) 3. What is raterization.(2) 4. Explain Bresenham s line drawing algorithm.how is it advantageous when compared to other existing methods?describe(10). 5. Explain the Scan line fill algorithm.(10) 6. Explain the Z-Buffer algorithm.(10) 7. Explain the depth sort and Painter s algorithm.(10) 8. What is visible surface determination(2). 9. What is aliasing(2). 10. What is antialiasing.explain any one of antialising technique.(5) 11. Explain DDA line drawing algorithm(10). 12. Explain the major task involved in implementation 13. Explain the 5 co-ordinates systems in implementation of transformation (10)
12 14. Explain the liang barsky (parametric line) clipping algorithm (10) 15. With neat examples explain polygon clipping (12) 16. Write a note on clipping of other primitives (10) 17. Write a note on clipping on 3 dimensions (10) 18. Write a short note on wrt hidden surface removel i) object surface removal ii) Back face removal (10) 19. Write a note on i) Polygon rasterization ii) Antialiasing and Display consider (15) 20. Use the Liang Barsky line clipping algorithm to clip the line P1(-15,-30) to P2 (30,60) against the window having diagonally opposite corners at (0,0) and (15,15) (07*) 21. Digitize the line from (10,16) to (16,12) using the DDA algorithm. (06*) 22. Clip the polygon given in the figure using Sutherland Hodgeman polygon clipping algorithm. (07*)
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