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Computer Graphics Transformations and Projections

B.tech

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0% found this document useful (0 votes)
11 views6 pages

Computer Graphics Transformations and Projections

B.tech

Uploaded by

godseyash65
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Total No. of Questions : 8] SEAT No.

8
23
PA-1236 [Total No. of Pages : 2

ic-
[5925]-258

tat
0s
S.E. (Computer & Design Engineering)

5:4
COMPUTER GRAPHICS

02 91
3:2
(2019 Pattern) (Semester - III) (210244)
0
31
5/0 13
0
Time : 2½ Hours] 2/2 [Max. Marks : 70
.23 GP

Instructions to the candidates:


1) Attempt Q.1 or Q.2, Q.3 or Q.4, Q.5 or Q.6, Q.7 or Q.8.
E
80

8
2) Neat diagram must be drawn wherever necessary.
C

23
3) Figures to the right indicate full marks.

ic-
16

4) Assume suitable data if necessary.

tat
8.2

0s
.24

5:4
Q1) a) Differentiate between Parallel projection and perspective projection.[4]
91
49

3:2
b) What is transformation and write transformation matrix for : [4]
30
31

i) 2-D reflection with respect to line Y = X


01

ii) 3-D rotation about Y-axis


02

Perform 45o rotation of a triangle A(0, 0), B(1, 1) and C(5, 2).
2/2

c)
GP

Find transformed coordinates after rotation, (i) About origin, (ii)


5/0

About P (–1, 1). [10]


CE
80

8
23
.23

ic-
OR
16

tat
Q2) a) What are the types of projection and write in brief about each type of
8.2

0s

projection. [4]
.24

5:4

b) Derive 3D transformation matrix for rotation about a principal axis. [4]


91
49

3:2

2 4 4
30

c) A triangle is defined by   . Find transformed coordinates


31

 2 2 4 
01
02

after the following transformation. [10]


2/2
GP

i) 90o rotation about the origin.


5/0

ii) Reflection about line X = Y


CE
80
.23

Q3) a) Explain backface detection and removal. [6]


16

b) Explain and compare point source and diffuse illumination. [5]


8.2

c) Compare Gauraud shading and phong shading. [6]


.24
49

P.T.O.
OR

8
23
Q4) a) Write short note on Warnock's Algorithm [6]

ic-
b) Explain Halftone shading. [5]

tat
c) Explain the following terms with examples: [6]

0s
5:4
i) Color gamut

02 91
3:2
ii) Specular Reflection

0
31
5/0 13
iii) Diffuse reflection
0
2/2
.23 GP

Q5) a) Write a short note on interpolation and approximation. [4]


E

b) Explain blending function for B-spline curve. [7]


80

8
C

23
c) What are fractals? Explain Triadic Koch in detail. [7]

ic-
OR
16

tat
8.2

0s
Q6) a) Explain the Bezier curve. List its properties. [4]
.24

5:4
b) Explain Hilbert's curve with an example. [7]
91
49

3:2
c) With suitable example write short note on the fractal line. [7]
30
31
01
02

Q7) a) Explain deletion of segment with suitable example. [7]


2/2
GP

b) Define Morphing and write the applications of Morphing. [3]


5/0
CE

c) Explain architecture of i860 [7]


80

8
23
.23

OR
ic-
16

Q8) a) Write a short note on motion specification methods based on : [7]


tat
8.2

0s

i) Geometric and kinematics information.


.24

5:4

ii) Specification methods based on physical information.


91
49

3:2

b) Write any three important features of NVIDIA gaming platform. [3]


30
31

c) Explain renaming of a segment with suitable example. [7]


01
02
2/2
GP


5/0
CE
80
.23
16
8.2
.24
49

[5925]-258 2
Total No. of Questions : 8] SEAT No. :

8
23
P-9117 [Total No. of Pages : 2

ic-
[6179]-243

tat
1s
S.E. (Computer Engineering) (AI & DS) (Computer Science

6:3
& Design Engineering)

02 91
9:3
COMPUTER GRAPHICS

0
40
3/0 13
(2019 Pattern) (Semester - III) (210244)
0
1/2
.23 GP

Time : 2½ Hours] [Max. Marks : 70


Instructions to the candidates:
E
80

8
C

23
1) Attempt Q.1 or Q.2, Q.3 or Q.4, Q.5 or Q.6, Q.7 or Q.8.

ic-
2) Figures to the right side indicates full mark.
16

tat
3) Draw neat diagram wherever necessary.
8.2

1s
4) Assume suitable data, if necessary.
.24

6:3
91
49

9:3
Q1) a) Find transformation of a triangle A(1, 0) B(0, 1) C(1, 1) by performing
30
40

translation by one unit in x and y directions and then rotating 45° about
01

the origin. [6]


02
1/2

b) What are the types of Projection and write in brief about any one type of
GP

projection. [6]
3/0
CE

c) Write transformation matrix for (i) 2-D Rotation clockwise direction


80

8
23
(ii) 2-D Scaling (iii) 2-D translation (iv) 2-D reflection about X-axis. [6]
.23

OR ic-
16

tat
8.2

Q2) a) Explain Perspective projections with example. [6]


1s
.24

6:3

b) Given a circle C with radius 5 and center coordinates (1, 4). Apply the
91

translation with distance 5 towards X axis and 1 towards Y axis. Obtain


49

9:3

the new coordinates of C without changing its radius. [6]


30
40

c) Given a line segment with starting point as (0, 0) and ending point as
01
02

(4, 4). Apply 30 degree rotation anticlockwise direction on the line segment
1/2
GP

and find out the new coordinates of the line. [6]


3/0
CE
80

Q3) a) Write a short note on : [6]


.23

i) CMY color model ii) Properties of light


16

b) Explain Back-face Removal algorithm. [6]


8.2

c) Explain ambient light and diffuse reflection with examples. [6]


.24
49

P.T.O.
OR

8
23
Q4) a) Explain the CIE chromaticity diagram. [6]

ic-
tat
b) Explain Painter’s algorithm. [6]

1s
6:3
c) Explain Gouraud Shading method. [6]

02 91
9:3
0
40
Q5) a) 3/0 13
What are various applications of Fractals? [5]
0
1/2
.23 GP

b) Explain Hilbert’s curve with an example. [6]

c) Write a short note on Interpolation. [6]


E
80

8
C

23
OR

ic-
16

tat
Q6) a) Explain B-spline curve. [5]
8.2

1s
.24

b) Explain the Bezier curve. List its properties. [6]


6:3
91
49

9:3
c) What are fractals? Explain Triadic Koch in detail. [6]
30
40
01
02
1/2

Q7) a) Compare Conventional and Computer based Animation. [5]


GP
3/0

b) Discuss NVIDIA as a gaming platform in detail. [6]


CE
80

8
23
c) Explain the structure of a segment table with example. [6]
.23

ic-
16

tat
OR
8.2

1s

Q8) a) Write short note on Motion Specifications. [5]


.24

6:3
91
49

9:3

b) Explain architecture of i860. [6]


30
40

c) Explain creation and renaming of segment. [6]


01
02
1/2
GP
3/0


CE
80
.23
16
8.2
.24
49

[6179]-243 2
Total No. of Questions : 8] SEAT No. :

8
23
P1529 [Total No. of Pages : 2

ic-
[6002]-158

tat
S.E. (Computer Engineering) (Artificial Intelligence &

0s
Data Science) (Computer Science & Design Engg.)

3:0
02 91
COMPUTER GRAPHICS

0:3
0
(2019 Pattern) (Semester-III) (210244)

31
9/0 13
0
Time : 2½ Hours] 6/2 [Max. Marks : 70
.23 GP

Instructions to the candidates:


1) Attempt Q.1 or Q.2, Q.3 or Q.4, Q.5 or Q.6, Q.7 or Q.8.
E
81

8
2) Figures to the right indicate full marks.
C

23
3) Neat diagrams must be drawn wherever necessary.

ic-
16

4) Assume Suitable data if necesary.

tat
8.2

0s
Q1) a) Differentiate between Orthographic Projection and Isometric Projection.
.24

3:0
[5]
91
49

0:3
b) What is transformation and wirte transformation matrix for : [5]
30
31

i) 3D translation using homogenous coordinate system


01
02

ii) 3-D rotation about X-axis.


6/2
GP

c) Consider the square A (1, 0), B(0, 0), C(0, 1), D (1, 1). Rotate the square
9/0

ABCD by 45º anticlockwise about point A (1,0) [8]


CE
81

8
OR

23
.23

ic-
Q2) a) What are the types of projection and write in brief about each type of
16

projections. [5]
tat
8.2

0s

b) Derive 3D transformation matrix for rotation about a principal axis. [5]


.24

3:0

2 4 4
91
49

0:3

c) A triangle is defined by   Find transformed coordinates after


2 2 4
30
31

the following transformation. [8]


01
02

i) 90º rotation about the origin.


6/2
GP

ii) Reflection about line X=Y


9/0
CE
81

Q3) a) Whta is Backface? Explain Backface Detection and removal. [6]


.23

b) Explain and compare point source and diffuse illumination. [5]


16

c) Compare RGB and HSV color model [6]


8.2

OR
.24
49

P.T.O.
Q4) a) Write short note on Painters Algorithm [6]

8
23
b) Explain Halftone shading [5]

ic-
tat
c) Explain the following terms with examples. [6]

0s
i) Colour gamut

3:0
02 91
0:3
ii) Specular Reflection

0
31
iii) Diffuse reflection
9/0 13
0
6/2
.23 GP

Q5) a) Write a short note on interpolation and approximation. [4]


E
81

b) Explain Blending function for B-spline curve. [7]

8
C

23
ic-
c) What are fractals? Explain Triadic Koch in detail. [7]
16

tat
OR
8.2

0s
.24

Q6) a) Explain the Bezier curve. Enlist its properties. [4]


3:0
91
49

0:3
b) Draw and explain Hilbert’s curve with an example [7]
30
31

c) With suitable example write short note on the fractal lines. [7]
01
02
6/2
GP
9/0

Q7) a) Explain deletion of segment with suitable example. [7]


CE
81

8
b) What is Morphing and write the applications of Morphing. [3]

23
.23

ic-
c) Draw block diagram of NVIDIA workstation and explain it in brief. [7]
16

tat
OR
8.2

0s
.24

3:0

Q8) a) Write a short note on motion specification method based on. [7]
91
49

0:3

i) Geometric and kinematics information.


30
31

ii) Animation languages


01
02

b) Write any three important features of NVIDIA gaming platform [3]


6/2
GP
9/0

c) Explain renaming of a segment with suitable example. [7]


CE
81
.23


16
8.2
.24
49

[6002]-158 2

Common questions

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To derive the transformation matrix for a 3D rotation about a principal axis, you need to understand the rotation matrices for the X, Y, and Z axes. For example, a rotation about the Z-axis by an angle θ is given by the matrix: \[ \begin{bmatrix} \cos \theta & -\sin \theta & 0 \\ \sin \theta & \cos \theta & 0 \\ 0 & 0 & 1 \end{bmatrix} \]. Similar matrices exist for the X and Y axes, differing in which matrix entries correspond to the rotation .

RGB and CMY color models represent color in digital graphics. RGB (Red, Green, Blue) is an additive model mainly used in devices like screens, where colors combine light. CMY (Cyan, Magenta, Yellow) is subtractive, used in color printing, where colors filter light from white. Each model serves its domain, with RGB crucial for displays and CMY for print, reflecting their medium-specific roles .

Backface detection and removal involves identifying and discarding polygons facing away from the camera, based on surface normals compared to the view vector, to improve rendering efficiency. The Painter's algorithm sorts polygons by depth and paints them back to front, potentially leading to overdraw issues but offering simplicity in dealing with overlap. Backface removal is more efficient for solid objects, while the Painter's algorithm can handle transparency better .

NVIDIA's gaming platform features advanced architecture with parallel processing cores, efficient memory hierarchies, and AI-powered technologies. It supports real-time ray tracing for high-fidelity lighting, enhanced by dedicated RT cores, and DLSS for upscaled resolutions with lower computational costs. Features like these enable complex graphics calculations, ensuring smooth, high-quality visual outputs in gaming .

To perform geometric transformations like translation and rotation on a triangle, apply matrix operations in sequence. For translation, use a matrix to shift all points equally. For rotation about a point, combine translations to and from the origin with the rotation matrix. For a triangle T, translate by vector (x, y), then apply a rotation matrix by the desired angle, and finally retranslate if needed .

Interpolation in graphics computes intermediate values to smooth transitions, such as in B-spline and Bezier curves, crucial for animation and modeling. Approximation reduces computational load by estimating complex functions with simpler ones, improving performance without significantly sacrificing visual fidelity. Both techniques enhance rendering by achieving smooth visual outputs while managing computational resources .

Parallel projection maintains parallel lines without converging them, preserving the size and shape of objects but not providing depth perception. In contrast, perspective projection creates a more realistic view by converging parallel lines at a vanishing point, mimicking the way human eyes perceive depth, where objects appear smaller as they move further away from the viewer .

Fractals in computer graphics provide a way to model natural phenomena with self-similar patterns, like coastlines or plants. They offer detailed complexity with simple recursive processes, proving useful in simulations, procedural modeling, and artistic designs. Applications range from virtual landscapes to medical imagery, leveraging their infinite detail potential and scalability .

Morphing in animation smoothly transforms one image into another through intermediary frames, employing algorithms for shape and texture interpolation. Applications range from film special effects and video games to 3D character animation and data visualization, leveraging its ability to create fluid, realistic transformations that enhance storytelling and visual appeal .

To perform a 45-degree rotation of a triangle about a point P(-1,1), translate the triangle to make P the origin, apply the rotation, and then translate back. For a triangle with vertices A(0,0), B(1,1), C(5,2), after translating -1 in X and 1 in Y: A becomes (-1,1), B becomes (0,2), C becomes (4,3). Apply the 45-degree rotation matrix \( \begin{bmatrix} \cos(45) & -\sin(45) \\ \sin(45) & \cos(45) \end{bmatrix} \), recalculate, and retranslate, resulting in the final coordinates .

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