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JNTUH B.Tech Computer Graphics Exam 2023

This document is an examination paper for the B. Tech III Year I Semester in Computer Graphics at Jawaharlal Nehru Technological University Hyderabad, scheduled for January/February 2023. It consists of two parts: Part A, which is compulsory and worth 25 marks, and Part B, where students must answer one question from each unit, totaling 50 marks. The questions cover various topics in computer graphics, including algorithms, transformations, and animation techniques.

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Ajay Kumar
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0% found this document useful (0 votes)
21 views2 pages

JNTUH B.Tech Computer Graphics Exam 2023

This document is an examination paper for the B. Tech III Year I Semester in Computer Graphics at Jawaharlal Nehru Technological University Hyderabad, scheduled for January/February 2023. It consists of two parts: Part A, which is compulsory and worth 25 marks, and Part B, where students must answer one question from each unit, totaling 50 marks. The questions cover various topics in computer graphics, including algorithms, transformations, and animation techniques.

Uploaded by

Ajay Kumar
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

Code No: 155AM R18

JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY HYDERABAD


B. Tech III Year I Semester Examinations, January/February - 2023
COMPUTER GRAPHICS
JN
(Common to CSE, IT, CSIT, CSE(AIML), CSE(DS))
Time: 3 Hours Max. Marks: 75

Note: i) Question paper consists of Part A, Part B.


TU
ii) Part A is compulsory, which carries 25 marks. In Part A, Answer all questions.
iii) In Part B, Answer any one question from each unit. Each question carries 10 marks
and may have a, b as sub questions.
H
PART – A
(25 Marks)
U
1.a) Explain applications for large screen displays. [2]
b) Write a short note on video-display device. [3]
se
c) What is viewing functions? [2]
d) Explain the 2 D transformation matrix for Translation. [3]
e) What is the role of parametric functions in curve generation? [2]
d
f) Write an algorithm for the generation of B-spline? [3]
g) Derive the transformation matrix for rotation about y-axis in 3D. [2]
h) Derive the matrix form for the Translation operation in 3-D graphics. [3]
pa
i) Write about depth-sort algorithm. [2]
j) What are the steps in design of animation sequence? [3]

PART – B
pe
(50 Marks)

2.a) What are the steps involved in DDA algorithm for line drawing.
rs
b) Write a short note on boundary-fill algorithm. [5+5]
OR
3.a) Briefly explain about mid-point ellipse algorithms with example.
20
b) Discuss about raster-scan systems. [5+5]

4.a) Describe the Cohen-Sutherland algorithm.


b) What is reflection? Discuss with example? [5+5]
23
OR
5.a) Explain the stages in viewing pipeline in 2-D graphics.
b) Derive mathematically the transformation that rotates an object point 00 anti-clockwise
about the origin. What the matrix representation for this rotation. [5+5]

6.a) Write a short note on Hermite curve.


b) Discuss about quadric surfaces. [5+5]
OR
7.a) Write a short note on Bezier curve.
b) Discuss about polygon rendering methods. [5+5]
8.a) Derive the matrix form for Rotation in 3-D graphics.
b) Explain about the approaches followed for clipping in 3-D space. [5+5]
OR
JN
9.a) Briefly explain about 3-D composite transformations.
b) Write a short note on shear transformations in 3-D. [5+5]

10.a) Discuss about the graphical languages followed to achieve animation.


TU
b) Explain in detail about depth-buffer algorithm. [5+5]
OR
11.a) Describe linear list notation of animation languages.
b) Write a short note on BSP-trees. [5+5]
H
U
---ooOoo---
se
d
pa
pe
rs
20
23

Common questions

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The mathematical derivation for rotation about the y-axis in 3D involves using a rotation matrix that specifically adjusts the x and z coordinates while keeping the y coordinate constant. This transformation is significant in graphics as it allows rotating objects around a vertical axis, essential for creating dynamic and realistic animations and views, especially in simulations and 3D modeling .

Parametric functions play a crucial role in curve generation by providing a mathematical means to define curves with greater precision and flexibility. They enhance graphical modeling by allowing complex shapes and animations to be described using parameters, enabling smoother, more controlled, and accurate representations of curves, crucial in simulations and design applications .

The stages in the viewing pipeline include modeling transformation, viewing transformation, projection transformation, and viewport transformation. Each stage systematically converts 3D objects to a 2D representation, adjusts the view of the scene, projects it onto a viewing plane, and maps it to the display screen. This process is crucial for accurately depicting scenes from model space to screen space .

Large screen displays are significant in areas such as public information systems, digital billboards, and collaborative work environments. They play a crucial role in modern technology by allowing for high-resolution display of graphics to large audiences, aiding in navigation and information dissemination in public spaces, enhancing viewer engagement in advertising through dynamic visuals, and supporting multiple users in collaborative settings like design and engineering meetings .

Hermite curves are advantageous due to their detailed control over endpoints and tangents, allowing designers to specify how curves enter and exit coordinates, providing smoother transitions and precision in design. However, they can be computationally intensive and require complex calculations for interpolation of intermediate points, posing challenges in real-time rendering applications .

Raster-scan systems are fundamental to modern graphics, used for rendering images by scanning lines from top to bottom, and left to right. They play a critical role in screen rendering techniques by enabling CRTs, LCDs, and other display technologies to display graphics by converting models into pixel information and refreshing images at high speeds for smooth updates and animations .

Bezier curves enhance animation paths by providing intuitive control points that influencers can easily manipulate, creating smooth and visually appealing transitions and interpolated motion paths. Their computational simplicity and ease of use compared to other curves like splines make them preferred for real-time graphics and animations, offering a balance of flexibility and control .

The depth-sort algorithm, also known as the painter's algorithm, involves sorting objects by their depth and rendering them from back to front. This process helps in managing occlusion and ensures that objects closer to the viewer obscure those behind them. The advantage is increased realism and depth perception in 3D rendered scenes, although it may struggle with cyclic or inter-penetrating objects .

The 2D transformation matrix for translation modifies an object's position by adjusting its coordinates in space without altering its shape or size. It allows moving a graphical object from one location to another on the plane by adding the translation distances to the object's original coordinates, thus facilitating animations and transitions in graphics environments .

The Cohen-Sutherland algorithm is used for line clipping and employs a divide-and-conquer approach by region coding - dividing the plane into nine regions. Lines are clipped by iteratively testing and discarding portions that lie outside the viewing pane using region codes. This algorithm optimizes line clipping by reducing computational overhead through binary decision-making based on region codes .

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