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Computer Graphics

The document outlines key topics and algorithms related to computer graphics across five units, including raster and random scan displays, line and circle drawing algorithms, 2-D transformations, projection techniques, and volume rendering concepts. It emphasizes important algorithms and concepts such as the Z-Buffer Algorithm, Bezier Curves, and color mapping in visualization. Additionally, it covers multimedia compression techniques and principles of animation, highlighting the importance of understanding both theoretical and practical aspects of these subjects.
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0% found this document useful (0 votes)
3 views5 pages

Computer Graphics

The document outlines key topics and algorithms related to computer graphics across five units, including raster and random scan displays, line and circle drawing algorithms, 2-D transformations, projection techniques, and volume rendering concepts. It emphasizes important algorithms and concepts such as the Z-Buffer Algorithm, Bezier Curves, and color mapping in visualization. Additionally, it covers multimedia compression techniques and principles of animation, highlighting the importance of understanding both theoretical and practical aspects of these subjects.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Unit-1

1. Raster Scan Display system. Compare Raster Scan


and Random Scan displays.
2. Bresenham’s Line Drawing Algorithm (with example
+ why better than DDA).
3. DDA Line Drawing Algorithm (with example +
advantages & disadvantages).
4. Midpoint Circle Drawing Algorithm (with derivation
and example).
5. Boundary-Fill and Flood-Fill Algorithms (with
differences).
⭐ Very Important
6. Frame Buffer – explain working and memory
calculation.
7. Bresenham’s Circle Drawing Algorithm.
8. Scan Conversion – explain concept and line drawing
techniques used.

⭐ Important (Theory + Short Derivation Type)


9. Pixel, Resolution, Aspect Ratio and Color Depth.
10. Vector Generation and Character Generation
methods
11. Display Devices (CRT, LCD) with working.
12. Derivation of Decision Parameter in Bresenham’s
Line Algorithm

Unit-2
Highest Priority (Do First)
1. Derive the matrix for 2-D Rotation about origin and
about an arbitrary point.
2. Explain Composite Transformation with matrix
multiplication example.
3. Explain Homogeneous Coordinate System. Why is
it required?
4. Explain 2-D Transformations: Translation, Scaling,
Rotation (with matrix form).
5. Cohen–Sutherland Line Clipping Algorithm (with
example).
⭐ Very Important
6. Sutherland–Hodgman Polygon Clipping Algorithm.
7. Windowing and Viewing Transformation (World
Coordinate → Screen Coordinate).
8. Inverse Transformation – explain with matrix
method.
9. Reflection and Shearing transformations with
matrix representation.
⭐ Important (Theory + Short Numericals)
10. Difference between World Coordinate System
and Screen Coordinate System.
11. Derive scaling about a fixed point using
composite transformation.
12. Explain Line Clipping vs Polygon Clipping
(comparison question).

Unit 3

🔥 Highest Priority (Prepare First)


1. Z-Buffer Algorithm – explain with advantages and
disadvantages.
2. Back Face Detection Algorithm (with mathematical
condition).
3. Types of Parallel and Perspective Projection (with
diagrams + comparison).
4. Bezier Curve – definition, properties and equation.
5. Basic Illumination Model (Ambient + Diffuse +
Specular with formula).
⭐ Very Important
6. 3-D Transformations – Translation, Rotation and
Scaling (matrix form).
7. Painter’s Algorithm – working and limitations.
8. Gouraud Shading vs Phong Shading (comparison
question).
9. Perspective Projection – derivation of perspective
transformation matrix.
⭐ Important
10. B-Spline Curve – properties and difference
from Bezier curve.
11. Ray Tracing – basic concept and steps.
12. Color Models – RGB, CMY, HSV, YIQ
(comparison or short notes).

Unit-4
Highest Priority (Prepare First)
1. Color Mapping in 2D/3D Scalar Field Visualization
(concept + types).
2. ISO-Surfaces – definition and extraction concept.
3. Ray-Casting in Direct Volume Rendering (working
steps).
4. Transfer Functions in Volume Rendering – role and
importance.
5. Dimension Reduction Techniques for High-
Dimensional Data.
⭐ Very Important
6. Parallel Coordinates – working and advantages.
7. Visualization of Vector Fields and Flow Data.
8. Segmentation in Volume Visualization – purpose
and methods.
9. Perceptual and Cognitive Foundations in
Visualization.
⭐ Important
10. Visualization of Non-Spatial Data (multi-
variate, tree/graph, text data).
11. Evaluation of Visualization Methods (criteria
and metrics).
12. Basic Animation Techniques – Traditional
Animation vs Key Framing.

Unit-5
Highest Priority (Prepare First)
1. Lossless vs Lossy Compression techniques (with
examples).
2. MPEG Standards – types and applications.
3. Digital Audio – sampling, quantization and
encoding.
4. Video Color Spaces (RGB, YUV etc.) and their
importance.
5. Principles of Animation (12 basic principles
explanation).
⭐ Very Important
6. Image, Audio and Video Compression techniques
(overview).
7. Multimedia Architecture (components and
working).
8. Text Compression Techniques (Huffman, RLE –
basic idea).
9. Digital Video – components and processing steps.
⭐ Important
10. Unicode Standard and Text File Formats.
11. Multimedia Databases – features and
applications.
12. Computer-Based Animation and 3D Animation
(comparison).

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