rr420306-computer-graphics.pdf

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  • Code No: RR420306 Set No. 1

    IV B.Tech II Semester Supplimentary Examinations, Apr/May 2009COMPUTER GRAPHICS

    ( Common to Mechanical Engineering and Production Engineering)Time: 3 hours Max Marks: 80

    Answer any FIVE QuestionsAll Questions carry equal marks

    1. (a) Explain the features of Bresenhams line drawing algorithm.

    (b) Mention the applications of computer graphics. [8+8]

    2. Explain the following:

    (a) world, screen and normalised cordinates.

    (b) 2D graphics primitives. [8+8]

    3. Explain with suitable examples different 2-dimensional transformation techniques.Derive their respective matrix representations. [16]

    4. Find the normalization transformation that maps a window whose lower left corneris at (1,1) and upper right corner is at (3,5) onto

    (a) a view port that is the entire normalized device screen and

    (b) a view port that has the lower left corner at (0,0) and upper right corner at(1/2,1/2). [16]

    5. Explain the logic of the Sutherland-Hodgman algorithm with the help of a neatflowchart. Illustrate the working of your flowchart with the help of a suitableexample. [16]

    6. Prove that any two successive 3-D rotations about a given rotation axis is commu-tative. [16]

    7. Describe, in detail, Gouraud shading.Using Gouraud shading, if pixels A,B,C andD have the intensitiesA: 0.3B: 0.11C: 0.5D: 0.2What intensities should be assigned to pixels E and F? as shown as in figure7.[16]

    Figure 7

    1 of 2

  • Code No: RR420306 Set No. 1

    8. Describe Bezier surface generation technique with examples. [16]

    2 of 2

  • Code No: RR420306 Set No. 2

    IV B.Tech II Semester Supplimentary Examinations, Apr/May 2009COMPUTER GRAPHICS

    ( Common to Mechanical Engineering and Production Engineering)Time: 3 hours Max Marks: 80

    Answer any FIVE QuestionsAll Questions carry equal marks

    1. Explain the steps involved in Bresenham algorithm for line drawing. Demonstratewith an example. Discuss its merits and demerits. [16]

    2. (a) Briefly explain the steps involved in scan-line algorithm for polygon filling.

    (b) What are the merits and demerits of flood-fill and scan-line algorithms?[10+6]

    3. Explain the following:

    (a) Shear transformations

    (b) Image transformations. [8+8]

    4. What are the various operations to be performed on the segments? Discuss variousdata structures that can be used for storing segments in the display files. [16]

    5. Explain the Cohen-Sutherland algorithm for finding the category of a line segment.Show clearly how each category is handled by the algorithm. [16]

    6. (a) Write about 3D viewing transformations.

    (b) Write the 3D homogeneous transformation matrix for each of the followingtransformation

    i. shift 0.5 in X , 2.0 in Y and -0.2 in Z

    ii. Rotate by /4 about X axis [8+4+4]

    7. Outline the z-buffer algorithm. List the advantages and disadvantages of the z-buffer algorithm. [16]

    8. (a) Explain display processor system. [8+8]

    (b) Write about B-splines.

    1 of 1

  • Code No: RR420306 Set No. 3

    IV B.Tech II Semester Supplimentary Examinations, Apr/May 2009COMPUTER GRAPHICS

    ( Common to Mechanical Engineering and Production Engineering)Time: 3 hours Max Marks: 80

    Answer any FIVE QuestionsAll Questions carry equal marks

    1. (a) Write the Bresenhams algorithm for sharp slope lines.

    (b) What are the characteristics of a good line drawing algorithm? [12+4]

    2. (a) Explain and demonstrate with suitable examples the even-odd methodofdetermining the polygon interior points.

    (b) Explain the flood-fill algorithm for filling polygons. [8+8]

    3. Give the homogeneous co-ordinate transformation matrices for the following trans-formations:

    (a) Scale x direction reduced to three-fourths the original, y- direction increasedby a factor of seven-fifths.

    (b) Counter clock-wise rotation about the origin, by 30 degrees. [8+8]

    4. Write a procedure for deleting a segment. [16]

    5. Explain the logic of the Sutherland-Hodgman algorithm with the help of a neatflowchart. Illustrate the working of your flowchart with the help of a suitableexample. [16]

    6. Explain the following:

    (a) 1-Point, 2-point perspective projections.

    (b) Viewing parameters. [8+8]

    7. Describe, in detail, Gouraud shading.Using Gouraud shading, if pixels A,B,C andD have the intensitiesA: 0.3B: 0.11C: 0.5D: 0.2What intensities should be assigned to pixels E and F? as shown as in figure7.[16]

    1 of 2

  • Code No: RR420306 Set No. 3

    Figure 7

    8. Describe Bezier surface generation technique with examples. [16]

    2 of 2

  • Code No: RR420306 Set No. 4

    IV B.Tech II Semester Supplimentary Examinations, Apr/May 2009COMPUTER GRAPHICS

    ( Common to Mechanical Engineering and Production Engineering)Time: 3 hours Max Marks: 80

    Answer any FIVE QuestionsAll Questions carry equal marks

    1. (a) Write the Bresenhams algorithm for sharp slope lines.

    (b) What are the characteristics of a good line drawing algorithm? [12+4]

    2. (a) Write an algorithm for writing an absolute polygon into the display file.

    (b) What is an inside test? Explain various methods used. [8+8]

    3. (a) Prove that the scaling transformations commute; that is, S1 S2 = S2 S1.

    (b) Prove that the 2-D rotations about the origin commute; that is,R1 R2 = R2 R1. [8+8]

    4. What are the various operations to be performed on the segments? Discuss variousdata structures that can be used for storing segments in the display files. [16]

    5. Explain the logic of the Sutherland-Hodgman algorithm with the help of a neatflowchart. Illustrate the working of your flowchart with the help of a suitableexample. [16]

    6. Explain the following:

    (a) 1-Point, 2-point perspective projections.

    (b) Viewing parameters. [8+8]

    7. (a) Explain the basic conepts of hidden surfaces and line removal methods withsuitale examples.

    (b) Write about z-buffers. [10+6]

    8. Explain about the following:

    (a) B-spline method

    (b) Raster graphics architecture. [8+8]

    1 of 1