The following exercises are primarily provided so that students may test and challenge their graphics knowledge, thereby facilitating and expanding students’ learning. In the past, students have also found these questions helpful when preparing for the exam. Note that the questions on the exam may not necessarily reflect the exercises below, and that there may be material on the exam that is not covered by the below questions (and vice versa). In particular, students should expect that exam questions will be more quantitative in nature than these provided exercises.

  • Raster Graphics and Color Spaces
  • Describe how a color CRT works.
  • Describe the tristimulus theory of color perception and its relevance to computer displays.
  • What is the CIE Chromaticity diagram?
  • Can every color perceptible to the human eye be displayed as a combination of three primaries? Give evidence to support your answer.
  • Write the equations that convert a color in the RGB model to the CMY model.
  • Describe which part of the RGB color cube represents gray values.
  • Same question for the CMY color cube, the HSV color hexcone, and the HLS double cones.
  • Image Quantization
  • What is intensity quantization? When does it happen? How can we compensate for it?
  • True or False: dithering spreads quantization error among pixels.
  • Image Sampling and Reconstruction
  • “A pixel is a sample, not a little square.” What are the implications of this statement on image processing algorithms?
  • If a pixel is an infinitely small sample, how is it visible on the screen of a CRT display?
  • Display on a CRT is most similar to what reconstruction filter?
  • How many samples are required to represent a given signal without loss of information?
  • What signals can be reconstructed without loss for a given sampling rate?
  • When is a signal band-limited? What is the Nyquist rate for a band-limited signal?
  • What is aliasing? When does it happen? Give three examples.
  • What is antialiasing? How does antialiasing compare to dithering?
  • Convolution in the spatial domain is equivalent to what operation in the frequency domain?
  • What is a sinc reconstruction filter? What are its properties? Why don’t we use sinc filters for reconstruction in practice?
  • Write a convolution filter well-suited for edge detection. Same for blurring.
  • Image Warping
  • Compare forward mapping and reverse mapping for image processing.
  • What are the advantages and disadvantages of each method?
  • Image Composition and Metamorphosis
  • What is the meaning of the following rgba tuples: (1,1,1,1), (1,1,1,0.5), (0.5,0.5,0.5,1), (1,1,1,0)?
  • What is the resulting pixel color of: (1,0,0,0.5) over (0,1,0,0.5) over (0,0,1,0.5)?
  • 3D Primitives
  • What is the volume of a 3D point? a 3D ray? a 3D line? a 3D polygon? a 3D sphere?
  • What issues must be addressed by a 3D rendering system but not by a 2D rendering system?
  • Why does a 3D line not have a convenient implicit representation?
  • What is the implicit representation for a 3D plane? What are the geometric interpretations of each parameter?
  • Ray Tracing
  • What is a primary ray? a secondary ray?
  • What is a ray tree? What determines the branching factor at each node of the ray tree?
  • Describe how shadows are determined in a recursive ray tracer. Extend your answer to consider polygonal area light sources.
  • Derive the algebraic solution for the intersection of a ray and a plane.
  • Derive the algebraic solution for the intersection of a ray and a sphere.
  • Derive the algebraic solution for the intersection of a ray and an infinite cylinder.
  • Which of the following spatial data structures partition 3D space into non-overlapping cells: a) grid, b) octree, c) BSP tree, d) bounding volume hierarchy?
  • What is the expected computational complexity of intersecting a ray with a scene containing N triangles using the following spatial data structures: a) none, a) grid, c) BSP tree.
  • Derive the equation for determining the direction of refraction rays given an incoming ray and indices of refraction.
  • If L represents emission from a light source, C represents reception at a camera, D represents a diffuse reflection at a surface, and S is a pure specular reflection at a surface, which of the following ray paths are modeled by your ray tracer of assignment #3: a) LDC b) LSC c) LDDC d) LSSC e) LSDSC f) LDSDC
  • Ray tracing is an approximate solution method for the rendering equation. Explain.
  • Direct Illumination
  • Give examples from the real world of light sources best approximated by point light sources, by directional light sources, and by spot light sources.
  • Write an equation describing the attenuation with distance (r) of light intensity emanating from a point light source in the real world. How is it modeled in a raytracer? Why are they different?
  • Give examples from the real world of surface materials that are primarily diffuse and/or primarily specular.
  • Derive the equation for diffuse reflectance (Iout = cos(theta) * Iin).
  • Write the equation for the Phong model of surface reflectance including ambient, emissive, diffuse, specular, transmission, and shadow terms. What is the ambient term? Why is it included in the model?
  • Modeling Transformations
  • What types of 3D transformations can be represented with a 3x3 matrix?
  • What types of 3D transformation can be represented by a 4x4 matrix and 3D homogeneous coordinates?
  • Why do we represent transformations with matrices?
  • Which of the following 3D points with homogenous coordinates is closer to the origin: (8, 4, 2) or (4, 2, 1)?
  • What is a linear transformation? What are its properties?
  • What is an affine transformation? Which properties of linear transformation do not apply to affine transformations?
  • What is a projective transformation? Which properties of an affine transformation do not apply to projective transformations?
  • Write a sequence of transformation matrices that scales 3D points based on their distances from an arbitrary origin O = (Ox, Oy, Oz).
  • Write a sequence of transformation matrices that rotates 3D points counter-clockwise by theta degrees about an arbitrary 3D line defined by P1 and P2.
  • Viewing Transformations
  • Write the parameters describing a pin-hole camera.
  • Write the matrix that transforms a 3D coordinate system with origin O and orthogonal basis vectors e1, e2, and e3 to the standard cartesian coordinate system with the origin at (0,0,0) and basis vectors (1,0,0), (0,1,0), and (0,0,1).
  • To what direction does the camera “towards” vector map during a transformation from the world coordinate system to a right-handed camera coordinate system?
  • What is a parallel projection? Write a parameterized matrix that can be used for all possible parallel projections. What is the geometric interpretation for each of the parameters?
  • What is a perspective projection? Write a parameterized matrix that converts a perspective view frustum to a canonical viewing volume. What is the geometric interpretation for each parameter?
  • Can any parallel projection be described in terms of a perspective projection? Vice-versa?
  • Is it possible to represent a 3D->2D parallel projection with a 3x3 matrix? If so, write it. If not, why? Same question for perspective projection.
  • Under what circumstances are parallel projections mostly used? Same question for perspective projections. Which type of projection produces the most realistic-looking images?
  • What is a reason to use texture mapping rather than lots of little polygons? Are the two representations functionally equivalent? What are the differences?
  • Describe the different coordinate systems used for texture mapping.
  • Describe how texture coordinates are computed during scan conversion with a sweep-line algorithm.
  • Describe at least three different lighting parameters that could be modulated with texture maps. For each, give an example object for which the texture map would be useful.
  • What are Mip Maps? Give an example of when they are useful. Why are they used?
  • What is bump mapping? Give an example object that might use it. Write a procedure that describes a plausible bump map for that object.
  • What is environment mapping? When is it used? How could an environment map be captured?
  • Hidden Surface Removal
  • Write the equation for determining whether a polygon is back-facing with respect to a viewer.
  • For each of the following algorithms, how does it insure that the pixels resulting from rendering the front-most polygons are in the frame buffer: a) depth-sort, b) z-buffer, c) ray casting, d) Warnock’s area subdivision, e) scan-line?
  • What is image-space precision? object-space precision? Specify whether the following algorithms operate with object-space or image-space (pixels) precision: a) back-face culling, b) depth-sort, c) z-buffer, d) ray casting, e) Warnock’s area subdivision, f) scan-line.
  • For each of the following hidden surface removal methods, a) back-face culling, b) depth-sort, c) z-buffer, d) scan-line, specify in which stage of the rendering pipeline it executes: DB traversal, modeling transform, trivial reject, lighting, viewing transform, clipping, projection, rasterization, or display.
  • If writing pixels into the frame buffer is hypothetically the performance bottleneck in the rendering pipeline, rank the following algorithms from fastest to slowest: a) depth-sort, b) z-buffer, c) ray casting, d) Warnock’s area subdivision, e) scan-line?
  • Which hidden surface removal algorithms perform more slowly for frame buffers with higher resolution?
  • What is depth-complexity? Which hidden surface removal algorithms perform more slowly for scenes with high depth-complexity?
  • Z-buffers have become ubiquitous in hardware on most PC graphics accelerators. What are the disadvantages of the z-buffer algorithm?
  • The z-buffer method requires a z-value to be stored for every pixel in the entire screen. In some situations, this memory requirement is prohibitive. Propose a method in which the z-buffer approach is used, but memory is allocated for only part of the screen. What additional problems arise?
  • Write the radiosity equation. For each of the terms (B, E, rho, and F) describe its meaning and give suitable units.
  • The radiosity equation is system of equations. What are the variables to be solved for? Is the system of equations linear?
  • Which of the following assumptions must be true for the basic radiosity equation to be a good approximation to the rendering equation: a) all surfaces are diffuse, b) all surfaces are planar, c) the radiosity is the same at all points on a patch element, d) there are no occlusions resulting from one patch blocking light transfers between any other two patches.
  • If we write the radiosity equation as Ax=b, consider the properties of A: What are the values on the diagonal for planar patch elements? Is the matrix diagonal dominant? Is it symmetric? When can it be singular? Is it positive definite?
  • The radiosity method studied in class simulates which types of lighting effects: a) shadows, b) direct illumination from area light sources, c) direct illumination from point light sources, d) indirect illumination due to reflections off specular surfaces, e) indirect illumination due to reflections off diffuse surfaces?
  • Write an an expression for the form factor F_ij for two mutually visible patch elements i and j. Give a short intuitive explanation for each term. How does the expression change if the two patch elements are partially occluded by blockers?
  • What is the relationship between F ij and F ji if we assume uniform light reflection?
  • What is radiance? How is it different than radiosity?
  • Is the progressive radiosity method asymptotically more efficient than Gauss-Seidel iteration? If so, why? If not, why do people use progressive refinement?
  • The computers in MECA can draw triangle strips at faster rates than independent triangles. Why?
  • If an object’s surface is a closed 2-manifold, how many faces can share each edge? How many faces can share each vertex?
  • Write the Euler-Pontcare formula for 3D polyhedra. Give values for V, E, and F for: a) a cube, b) an octahedron, c) a dodecahedron, d) an icosahedron.
  • What is the computational complexity of an operation that changes the coordinates of a vertex V for each of the following mesh representations: a) list of triangles with explicit vertex coordinates stored redundantly (like the .ray representation)? b) triangle strip/fan? c) Vertex table and face table with references to vertices? d) winged-edge?
  • What is the computational complexity of an operation that inserts a new vertex on the edge between two existing vertices V1 and V2 for each of the following mesh representations: a) list of triangles with explicit vertex coordinates stored redundantly (like the .ray representation)? b) triangle strip/fan? c) Vertex table and face table with references to vertices? d) winged-edge?
  • Given a winged-edge data structure and a pointer to an edge E and a face F, write pseudo-code for the following functions: a) Return the face across E from F. b) Return the edge adjacent to E moving counter-clockwise around F. c) Return the vertex adjacent to E moving clockwise around F. What is the computational complexity of these operations?
  • For each of the following properties, give an example of a curve representation that guarantees it: a) local control, b) interpolates control points, c) C1 continuity, d) C2 continuity, d) curve lies with convex hull of control points.
  • Why do computer graphics applications use piecewise polynomial curves of degree 3 rather than curves of higher-order, say degree 100?
  • How many control points are required to specify a Bezier curve of degree d?
  • From the Bernstein polynomials (the Bezier blending functions), prove that a cubic Bezier curve interpolates V0 and V3.
  • What property of the Bernstein polynomials guarantees that a Bezier curve lies within the convex hull of its control points?
  • Draw a Bezier curve for which recursive subdivision would be a more efficient method for rendering.
  • What is C1 continuity? How is it different than G1 continuity? How is it different that C2 continuity?
  • Draw a spline curve comprising two Bezier curve segments in which the derivatives at the joint are in OPPOSITE directions.
  • How many degrees of freedom are available for a spline with m cubic segments? How many constraints (degrees of freedom) are required to specify C2 continuity at each interior joint of a spline with m cubic segments? How many constraints at the endpoints of the spline? How many degrees of freedom are left?
  • Which of the following properties are guaranteed by C2 interpolating splines a) C2 continuity, b) interpolation of control points, c) local control, d) convex hull.
  • Which of the following properties are guaranteed by cubic B-Splines: a) C2 continuity, b) interpolation of control points, c) local control, d) convex hull.
  • Which of the following properties are guaranteed by cubic Catmull-Rom Splines: a) C2 continuity, b) interpolation of control points, c) local control, d) convex hull.
  • What is an implicit surface? Give a simple example.
  • Which of the following are true for implicit surfaces: a) easy to draw, b) easy to test intersections, c) hard to describe complex shapes, d) local control?
  • What is a parametric surface? Give a simple example.
  • Which of the following are true for parametric surfaces: a) easy to draw, b) easy to test intersections, c) hard to describe complex shapes, d) local control?
  • Which of the following are true for a cubic Bezier tensor product surface: a) interpolates the four corner control points, b) interpolates the centroid of the control points, c) lies within the convex hull of the control points, d) provides local control, e) has at most one point with positive curvature.
  • Show that a point at parameter values (u,v) on a bicubic Bezier patch is the same as the point at parameter value u on a cubic Bezier curve defined by the four control points B1-B4 found by evaluating four Bezier curves through a group of four patch control points at parameter value v.
  • What is a subdivision surface? Give a simple example.
  • Which of the following are true for subdivision surfaces: a) easy to draw, b) easy to test intersections, c) hard to describe complex shapes, d) local control?
  • For each of the following properties, list the surface representations (mesh, implicit, parametric, subdivision) that provide it best and worst: a) high accuracy, b) conciseness, c) local support, d) C2 continuity, e) efficient display, f) efficient intersections.
  • What is a voxel grid? Give a simple example.
  • What is the storage requirements for a uniform voxel grid with 512 voxels on each side of the cube and 24 bits of data in each voxel?
  • What is the computational complexity of tracing a ray through a voxel grid with N^3 voxels: a) O(1), b) O(logN), c) O(N), d) O(NlogN), e) O(N^2), f) O(N^3).
  • Which of the following are true for voxels: a) fast iso-surface rendering, b) easy to test intersections, c) hard to describe complex shapes, d) affine invariant?
  • What is a quadtree? an octree? Give a simple example. What is an advantage of such a representation compared to uniform voxels? a disadvantage?
  • What is the computational complexity of tracing a ray through an octree with at most N^3 cells: a) O(1), b) O(logN), c) O(N), d) O(NlogN), e) O(N^2), f) O(N^3). Is the expected complexity less? Under what conditions?
  • What is a binary space partition (BSP)? Give a simple example. What is an advantage of such a representation compared to an octree? a disadvantage?
  • Which of the following are true for a BSP: a) all leaf cells are convex, b) finding which cell contains a point takes expected-case O(logN) time using a BSP with N leaf cells, c) the largest number of cells possibly resulting from a BSP constructed by N splits has O(N) leaf cells.
  • Describe the visibility ordering algorithm used when drawing BSPs. Explain why it is guaranteed to produce a front-to-back (or back-to-front) ordering.
  • What is the computational complexity of tracing a ray through a balanced BSP with N leaf cells: a) O(1), b) O(logN), c) O(N), d) O(NlogN), e) O(N^2), f) O(N^3). Is the expected complexity less? Under what conditions?
  • What is constructive solid geometry? Give a simple example. What is an advantage of such a representation compared to other solid representations? a disadvantage?
  • Draw a CSG tree for a coffee cup.
  • Give an algorithm to draw an image of the surface of a CSG object.
  • For each of the following properties, list the solid representations (voxels, octrees, BSPs, CGS) that provide it best and worst: a) high accuracy, b) conciseness, c) guaranteed validity, d) efficient boolean operations, e) efficient display.

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Company interview, technical interview, web interview, php interview, .net interview, java interview, database interview, 8) what are the advantage and disadvantages of dda algorithm.

  • It is the most straightforward algorithm.
  • It is a faster process for calculating pixel positions.

Disadvantage:

  • Floating-point arithmetic in DDA technique is time-consuming.
  • Endpoint accuracy is poor.

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9) Difference between DDA and Bresenham's line drawing algorithm.

10) what is translation.

A translation is used to an object by repositioning it along a straight line path from one co-ordinate point to another. We translate a 2-D points by adding translation distance, tx, and ty, to the original coordinates position (x,y) to move the points to a new position (x', y').

              x' = = x + tx               y' = y + ty.

11) What is Reflection?

A Reflection is a transformation which produces a mirror display of an object. The mirror image for a 2D reflection is created relative to an axis of reflection by rotating the objects 180 degrees about the reflection axis.

12) What is Shearing?

A transformation which distorts the shape of an object such that the transformed way develop as if the object were consist of internal layers that had been caused to slide over each other is known as shearing.

13) What is viewing transformation?

The mapping of a component of a world-coordinate scene to device coordinates is called a viewing transformation.

14) Define Clipping and Clip window.

Any method that identifies those portions of a display that are either inside or outside of a particular region of space is referred to as a clipping algorithm or simply clipping. The region against which an object is clipped is known a clip window.

15) Differentiate between parallel projections from perspective projection.

16) what is the need for space partitioning representation.

Space partitioning representations are used to define interior methods, by partitioning the spatial domain including an object into a set of small non-overlapping, and contiguous solids. A common space partitioning description for a three object is an octree representation.

17) What is the quadric surfaces?

Quadric surfaces are described with second-degree equations (quadrics). They include sphere, ellipsoids, tori, paraboloids, and hyperboloids. Spheres and ellipsoids are necessary components of graphic scenes; they are often feasible in graphics packages from which more complex object can be constructed.

18) What is critical fusion frequency?

Frequency of light simulation at which it becomes perceived as a stable, continuous sensation. The frequency depends upon various factors like luminance, color, contrast, etc.

19) Difference between CMY and HSV color models.

20) what is dithering.

The name dithering is used in different contexts. Primarily, it defines techniques for approximating halftones without reducing resolutions pixel: grid patterns do. But the term is also applied to halftone approximation methods using pixel grids and sometimes it is used to define to color halftone approximation only.

Random values added to pixel intensities to breakup contours are referred to as dither noise.

21) List out the various properties that describe the characteristics of light.

Reflection Refraction Dispersion Interference Diffraction

22) What is an animation?

Computer Animation usually defines any time sequence of visual transformation in a scene. In adding to the dynamic area with translations or rotations, computer-generated animations could exhibit time innovation in object dimension, color, transparency, or surface texture. Animations often transition from one object shape to another.

23) Define Keyframe systems.

Key-frame systems are specialized animation languages designed to generate the in-between frames from user-specified keyframes. Each object in the scene is described as a set of rigid bodies connected at the joints and with a limited number of degree of freedom. In-between frames are generated from the specification of two or more fey frames. Motion paths can be given by kinematic description as a set of spline curves or physically based by specifying the force acting on the object to be animated.

24) What is Fractals?

Fractals are those who have the property of a shape that has the same degree of roughness no matter how much it is magnified. A fractal appears the same at every scale.

25) What is a Turtle Graphics Program?

Turtle Graphics is a procedure in computer graphics for programming vector graphics utilizing a relative cursor upon a Cartesian plane. Turtle graphics is a vital characteristic of the Logo Programming language.

The following functions describe the turtle.

  • Position of the turtle (x, y)
  • Title of the turtle 0 the angle from the x-axis.

26) List the attributes of turtle in graphics.

Turtle graphics has three attributes Current Position location Current direction Orientation Pen

27) Differentiate Mandelbrot sets and Julia sets.

28) what is the koch curve.

The Koch curve can be drawn by separate line into 4 equal segments with scaling method 1/3., and middle 2 segments are so adapted that they form adjustment sides of an equilateral triangle.

29) What are Morphing and tweening?

Transformation of object shape from one form to another is known as morphing.

Tweening is the process, which applies to animation objects defined by a sequence of points, and that change shape from frame to frame.

30) What are Peano curves?

A fractal curve can fill the plane and therefore have a dimension of two. Such curves are called Peano curves.

31) What is a Scripting system?

Scripting systems allow object specifications and animation sequences to be defined with a user input string. From the script, a library of different objects and motions can be constructed.

32) Define refresh/frame buffer.

Picture definition is saved in a memory area known as the refresh buffer or frame buffer. This memory area keeps the set of intensity values for all the screen points.

The frame buffer is where the image generation data is stored in the method of Video Display Monitors like CRT, Raster Scan, Random Scan, LCD, LED, etc.

33) What is the resolutions?

The maximum number of point that can be presented without overlap on a Cathode Ray Tube is indicated to as the resolutions.

Resolution is the number of points per centimeters which can be plotted crosswise and vertically, although it is established as the total number of points in each direction.

34) Define Window and viewport.

A world-coordinate area selected for display is known as a window.

An area on the display device to which a windows is mapped is known as a viewport.

35) Distinguish between window port and viewport?

A portion of a picture that is to be presented by a window is known as Window port.

The display method of the part selected or the design in which the selected element is viewed is called a viewport.

36) What are blobby objects?

Some objects do not provide a fixed shape but change their surface features in certain motions or when in proximity to other objects. These objects are called as blobby objects since their shapes display a certain degree of fluidness.

37) What are the Spline curves?

The name spline is a flexible strip used to generate a smooth curve through a designated set of points. In computer Graphics, the name spline curves define to any combined curve create with polynomial portions fulfilling specified continuity methods at the edge of the pieces.

38) What is the advantages of B spline over Bezier curve?

The degree of B-spline polynomial can be set separately of the number of control points.

B-Spline allows local authority over the shape of a spline curve or surface.

A Bezier curve is a particular polynomial task, usually either cubic or quadratic, that describes a curve that goes from point A to point B given some control points in between. A Bezier spline is a collection of n of these.

39) What is a Rasterizations?

The phase of determining the appropriate pixels for representing images or graphics object is called a rasterization.

40) How will you represent a curve in graphics?

The curve can be created from an input set of mathematical tasks defining the objects or from a set of user-specified points. When tasks are specified, a package can project the describing equations for a curve to the display plane and plot pixel methods along the path of the projected plane.

41) Mention the uses of Chromaticity Diagram?

The chromaticity diagram is generally used to calculate a color against a gamut. The assumption is that if the chromaticity of the color distortion within the gamut line, then the color maybe copied on that device, or maybe described by that color system.

42) What is interactive computer Graphics?

Interactive computer Graphics like a website, it is only beneficial if a visitor browser it and no two visitors are precisely alike. It defines the website must provide the interaction of the customer with a variety of skills, interests, and end objective. Interactive computer graphics contains the user's interaction.

43) What does it mean by RGB?

RGB is a color model; it is an additive color image in which red, green, and blue lights are added composed in various methods to reproduce a broad display of colors. The term of the model comes from the labels of the three additive primary colors, red, green, and blue. The main objective of the RGB color model is for the sensing, defining, and display of pictures in electronic systems, such as televisions and computers, though it has also been utilizing in conventional photography.

44) What is VDU?

A monitor or display known as a visual display unit is a portion of electrical machinery which displays images created by an appliance such as computers, without producing a permanent data. The monitor composes the display device, circuitry, and an enclosure. The display device in modern monitors is usually a thin film transistor liquid crystal display (TFT-LCD), while previous monitors use a cathode ray tube (CRT).

45) What is Projection?

The process of displaying 3D into a 2D display unit is called a projection. The projection changes 3D objects into a 2D projection plane.

46) What are the advantages of electrostatic plotters?

  • They are quicker than pen plotters and large-quality printers.
  • New electrostatic plotters contain a scan-conversion capability.
  • Color electrostatic plotters are feasible. They make different passes over the paper to plot color images.

47) What are the advantages of laser printers?

  • Large speed, precision, and economy.
  • Low-cost to maintain.
  • Quality printers.
  • Lasts for high time.
  • Toner power is very in-expensive.

48) List some 3D viewing devices.

  • Stereoscopic systems
  • Virtual reality systems

49) What is meant by Addressability?

Addressability is the number of particular dots per inch (d.p.i.) that can be developed. If the location of the current dot is (x, y), then the next dot will be (x + y), (x + y + 1), etc.

50) What is scan-code?

When the key is pressed on the keyboard, the keyboard auditor places a code import to the key pressed into a part of memory called a keyboard buffer. This code is known as the scan-code.

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computer graphics assignment questions

Assignments and Grading

  • Homework Schedule : Weekly homeworks are assigned Tuesday and due the following Monday.
  • Evaluation : Grades will be 50% homeworks, 50% final project (ray traced image). The weekly graded homeworks are designed as building blocks towards the final ray traced image. There will be 8 homeworks, and they each count equally. For samples of student final projects from previous years, see the project showcase page .
  • Collaboration : You may work with a partner for both the homeworks and the final ray traced image. You may change partners as often as you wish throughout the quarter. It is recommended but not required that you attend the grading sessions with your partner, if applicable. However, the CAs will ask independent questions -- the person being asked the question by the CA should answer.
  • Rubric : Assignments will be graded on a 0-5 point basis. The rubric will be provided at the end of each homework's writeup. If your homework grades are not going well, then do not be surprised if your final image grade is lower than what you expect. Feedback is very important in computer graphics, so please take each homework seriously and attend the grading sessions each week.
  • Late Assignments : As a general rule, no late assignments will be accepted . Exceptions will of course be made for unforeseeable circumstances and as required by university or departmental policy.

Hardware and Software

You are encouraged to do class assignments on your personal computer. Computers should contain a modern graphics card with at least 2 GB of free disk space to download and run Blender. Blender is readily available on Windows, Mac, and Linux platforms, and the starter code has been tested on all of these platforms.

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Computer Graphics and Multimedia Application

Introduction to computer graphics.

  • Applications of Computer Graphics
  • Interactive Graphical Techniques in Computer Graphics
  • Hard-Copy Devices in Computer Graphics
  • Display Processor in Computer Graphics
  • Raster-Scan Displays
  • Random-Scan Display
  • Line Clipping | Set 2 (Cyrus Beck Algorithm)
  • Mid-Point Line Generation Algorithm
  • Computer Graphics - 3D Translation Transformation
  • Composite Transformation in 2-D graphics
  • Window to Viewport Transformation in Computer Graphics with Implementation
  • Computer Graphics Curve in Computer Graphics
  • Polygon Mesh in Computer Graphics
  • Cubic Bezier Curve Implementation in C
  • Binary Space Partitioning
  • What is Multimedia?
  • CD-ROM Full Form
  • Computer Animation

Operating System

  • What is an Operating System?
  • Batch Processing Operating System
  • Memory Management in Operating System
  • Difference between Demand Paging and Segmentation
  • Page Replacement Algorithms in Operating Systems
  • Allocation of frames in Operating System
  • Process Schedulers in Operating System
  • CPU Scheduling in Operating Systems
  • Introduction of Process Synchronization
  • Introduction of Deadlock in Operating System
  • Functions of Operating System
  • Storage Structure in Operating Systems
  • Swap-Space Management in Operating system
  • File Systems in Operating System
  • Free space management in Operating System

Software Engineering

  • Introduction to Software Engineering - Software Engineering
  • Activities involved in Software Requirement Analysis
  • Software Design Process - Software Engineering
  • Design and Implementation in Operating System
  • Software Maintenance - Software Engineering
  • System configuration management - Software Engineering

Optimization techniques

  • Linear Programming
  • Queuing Models in Operating System
  • Optimal Page Replacement Algorithm
  • Job Sequencing Problem
  • Johnson's Rule in Sequencing Problems

Mathematics 3

  • Complex Numbers
  • Mathematics | Sequence, Series and Summations
  • Fourier Series Formula
  • Differential Equations
  • Second Order Linear Differential Equations
  • BCA 1st Semester Syllabus (2023)
  • BCA 2nd Semester Syllabus (2023)
  • BCA 3rd Semester Syllabus (2023)
  • BCA 5th Semester Syllabus (2023)
  • BCA 6th Semester Subjects and Syllabus (2023)
  • BCA Full Form
  • Bachelor of Computer Applications: Curriculum and Career Opportunity

Graphics are defined as any sketch or a drawing or a special network that pictorially represents some meaningful information. Computer Graphics is used where a set of images needs to be manipulated or the creation of the image in the form of pixels and is drawn on the computer. Computer Graphics can be used in digital photography, film, entertainment, electronic gadgets, and all other core technologies which are required. It is a vast subject and area in the field of computer science. Computer Graphics can be used in UI design, rendering, geometric objects, animation, and many more. In most areas, computer graphics is an abbreviation of CG. There are several tools used for the implementation of Computer Graphics. The basic is the <graphics.h> header file in Turbo-C, Unity for advanced and even OpenGL can be used for its Implementation. 

The term ‘Computer Graphics’ was coined by Verne Hudson and William Fetter from Boeing who were pioneers in the field. 

Computer Graphics refers to several things:

  • The manipulation and the representation of the image or the data in a graphical manner.
  • Various technology is required for the creation and manipulation.
  • Digital synthesis and its manipulation.

Types of Computer Graphics

  • Raster Graphics: In raster, graphics pixels are used for an image to be drawn. It is also known as a bitmap image in which a sequence of images is into smaller pixels. Basically, a bitmap indicates a large number of pixels together.
  • Vector Graphics: In vector graphics, mathematical formulae are used to draw different types of shapes, lines, objects, and so on.

Applications

  • Computer Graphics are used for an aided design for engineering and architectural system- These are used in electrical automobiles, electro-mechanical, mechanical, electronic devices. For example gears and bolts.
  • Computer Art – MS Paint.
  • Presentation Graphics – It is used to summarize financial statistical scientific or economic data. For example- Bar chart, Line chart.
  • Entertainment- It is used in motion pictures, music videos, television gaming.
  • Education and training- It is used to understand the operations of complex systems. It is also used for specialized system such for framing for captains, pilots and so on.
  • Visualization- To study trends and patterns.For example- Analyzing satellite photo of earth.

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Computer Graphics: Previous Question Paper with Answer,Aktu Notes

Computer Graphics: Previous Question Paper with Answer,Aktu Notes

With our AKTU question paper and solution on Computer Graphics, set off on a vibrant trip. The thrill of producing and exploring digital photographs is introduced to young learners through Student-friendly notes.

Section A: Computer Graphics Short Answers

a. What is the difference between raster and random scan ?

b. What is the role of frame buffer is raster method ?

Ans. Role of pixel: The smallest object or colour spot that may be displayed or addressed on a monitor is called a “pixel.” They stand in for the tiniest manipulable component of a picture displayed on the screen.

Role of frame buffer: The refresh buffer, also known as the frame buffer, is where images’ definitions are kept in memory. For each screen point, it stores the collection of intensity values.

c. What is the difference between computer graphics and image processing?

Ans. An image processing is a process where 2-dimensional plane of pixels are processed where every pixel have a domain of colors whereas computer graphics is a graphical object-oriented framework, which can be 1-dimensional (vector), 2-dimensional plane), 3-dimensional (object), 4-dimensional (animation). 

d. Distinguish between pixel ratio and aspect ratio.

e. What is the difference between generation of character by stroke and bitmap method?

f. What do you mean by 3-D geometry ?

Ans. 3-D geometry is a branch of geometry that deals with the mathematical representation of 3-D shapes using the x, y, and z-coordinates.

g. What do you mean by composite transformation ?

  • 1. A composite transformation is two or more transformations performed one after the other.
  • 2. Ifa transformation of the plane T 1 is followed by a second plane transformation T 2 , then the result itself may be represented by a single transformation T which is the composition of T 1 and T 2 taken in that order. 
  • 3. This is written as T = T 1 .T 2
  • 4. Composite transformation can be achieved by concatenation of transformation matrices to obtain a combined transformation matrix.

h. Explain 2 D translation with diagrams.

Ans. Translation:  

a. Translation is a process of changing the position of an object in a straight line path from one coordinate location to another.  

b. We can translate a two dimensional point by adding translation distances, t x and t y to the original coordinate position (x, y) to move the point to a new position (x’, y’), as shown in the Fig

Explain 2 D translation with diagrams

c. The translation distance pair (t x , t y )is called translation vector.

d. Translation equation (1) and (2) can be represented in the form of matrix as:

Explain 2 D translation with diagrams

i. List the properties of Bezier Curves.

Ans. Properties of Bezier curves are:  

  • 1. It always passes through the first and last point. 
  • 2. It lies within the convex hull of the control points. 
  • 3. The sum of all Bezier blending function is equal to one.

j. What is specular reflection ?

What is specular reflection

where I l is the intensity of the light source, n s is specular reflection parameter and 𝝓 is the viewing angle relative to specular reflection direction R. 

Section B: Computer Graphics Long Questions

a. What do you understand by shadow mask CRT? Give its advantages and disadvantages. 

  • 1. Three electron beams typically sweep back and forth across a metal screen known as a shadow mask in colour tubes.
  • 2. Thousands of small holes are dotted across this mask.
  • 3. A group of red, green, and blue phosphor dots are located in front of each hole on the faceplate.
  • 4. One point of light is produced by each cluster, and the three beams that travel through each hole regulate its colour and intensity.
  • 5. The shadow mask ensures that the blue beam, for example, strikes only blue phosphors, because the two other phosphor colors lie in the mask’s “shadow”. 

What do you understand by shadow mask CRT (Computer Graphics)

Advantages of shadow-mask method (of CRT):  

  • 1. The whole of the screen is constantly updated. 
  • 2. It allows even the solids to be displayed. 
  • 3. It leverages low-cost CRT hardware. 
  • 4. It is a bright light-emitting display technology. 

Disadvantages of shadow-mask method:  

  • 1. It requires a very large memory array equal to that of our screen size. 
  • 2. It performs discrete spatial sampling of pixels.
  • 3. Varying angles of e – beam, approach the CRT face. Hence, convergence is difficult. 
  • 4 It results in spurious X-ray radiations also. 
  • 5. It requires proper matching of shadow-mask and dot-pitch frequencies.  

b. Explain 3-dimensional clipping ? What are the problems that are encountered in perspective projections ? 

Ans. 3D clipping:

  • 1. Extending techniques for two-dimensional clipping can be used to create three-dimensional clipping.
  • 2. With 3D clipping, the objects are clipped against the view volume’s boundary planes.
  • 3. We would need to test the relative location of the line using the boundary plane equations for the view volume in order to clip a line segment against it.
  • a. An endpoint (x, y, z) of a line segment is outside a boundary plane if Ax + By + Cz + D > 0.
  • b. Similarly, the point is inside the boundary if Ax + By + Cz +D < 0. 
  • c. Lines with both endpoints outside a boundary plane are discarded, and those with both endpoints inside all boundary planes are saved.
  • 5. The intersection of a line with a boundary is found using the line equations along with the plane equation.
  • 6. Intersection coordinates (x 1 , y 1 , z 1 ) are values that are on the line and that satisfy the plane equation Ax 1 + By 1 + Cz 1 + D = 0, where A, B, C, and D are the plane parameters for that boundary.

Problem encountered with perspective projection:

  • 1. The foreshortening of distant lines due to perspective. For instance, both item A and B’s projections in the illustration are of the same size. Apart from the projection’s centre, objects appear smaller.
  • 2. On the view plane, perspective projections of objects beyond the projection’s centre seem reversed and upside down.
  • 3. The information is lost since the relative proportions of the items are not kept.

c. What do you understand by clipping? Give Liang-Barsky’s line clipping algorithm.  

Ans. Clipping: 

  • 1. Clipping is the procedure that identifies those portions of a picture that are either inside or outside of a specific region of space.
  • 2. Point, line, area or text can be clipped.
  • 3. The region against which an object is to be clipped is called clipping window. 

The Liang-Barsky algorithm:

1. Read two endpoint of the line say P 1 (x 1 , y 1 ) and P 2 (x 2 , y 2 ).

2. Read two corners (left-top and right-bottom) of the window, say

 Give Liang-Barsky's line clipping algorithm

3. Calculate the values of parameters p i and q i for i = 1, 2, 3, 4 such that 

 Give Liang-Barsky's line clipping algorithm

4. If p i = 0, then

 Give Liang-Barsky's line clipping algorithm

5. For all k such that p k < 0 calculate r k = q k /p k . Let u 1 be the maximum of the set containing 0 and the various values of r. 

6. For all k such that p k > 0 calculate r k = q k /p k . Let u 2 be the maximum of the set containing 1 and the calculated r values. 

7. If u 1 > u 2 , eliminate the line since it is completely outside the clipping window, otherwise use u 1 and u 2 to calculate the endpoint of the clipped line.

d. Explain reflection in detail. What is reflection about an arbitrary line ?  

Ans. Homogenous transformation:

  • 1. The definition of homogeneous coordinates states that they are the coordinates that multiply all of the geometric transformation equations. 
  • 2. Coordinates are represented with three element column vectors, and transformation operations are written as 3 x 3 matrices. For translation we have:

What is reflection about an arbitrary line

Which we can write in the abbreviated form as

What is reflection about an arbitrary line

  • 3. The inverse of translation matrix is obtained by replacing the translation parameters t x and t y with their negatives i.e., -t x and -t y .
  • 4. Rotation transformation equations about the coordinate origin are now written as:

What is reflection about an arbitrary line

We get the inverse of rotation matrix when 𝜽 is replaced with – 𝜽.   

  • 5. Finally a scaling transformation relative to the coordinate origin is now expressed as matrix multiplication.  

What is reflection about an arbitrary line

Replacing these parameters with their multiplicative inverse (1/s x and 1/s y ) yields the inverse scaling matrix.

1. Let line L(y = mx + b) have a y-intercept (0, b) and an angle 𝜽 with respect tox-axis.

2. The steps involved in reflection transformation are as follows:

  • a Translate the intersection point B to the origin. 
  • b. Rotate by 𝜽° so that the line L aligns with the x-axis. 
  • c. Mirror reflects about the r-axis. 
  • d. Rotate back by 𝜽°. 
  • e. Translate B back to (0,b).  

What is reflection about an arbitrary line

Therefore, we have 

What is reflection about an arbitrary line

After multiplication of all basic matrix, we get 

What is reflection about an arbitrary line

e. Draw a simple Illumination model. Include the contribution of Diffuse, Ambient and Specular Reflection.

Ans. Illumination model:

1. Ambient light: 

  • i. According to this model, the optical characteristics of each surface affect how much light is reflected from it.
  • ii. Ambient light lacks any directional or spatial properties.
  • iii. The amount of ambient light that strikes every surface of an object is constant across all surfaces and directions.
  • iv. The optical characteristics affect how much of the incident energy will be absorbed vs reflected.

2. Diffuse reflection:

  • i. In this model, the walls, floor, ceiling, etc. reflect light coming from all sides.
  • ii. No matter which direction the viewer is looking from, diffuse reflections are constant across all surfaces in a scene.
  • iii. The amount of diffused reflected light for each surface in a scene can be set with parameter K d .
  • iv. For the surfaces which absorbs most of the incident light (black surfaces), the value of the diffuse reflection coefficient (K d ) is close to 0.  
  • v. If a surface is exposed to only ambient light, then the intensity of the diffuse reflection at any point on the surface is given by

Draw a simple Illumination model. Include the contribution of Diffuse, Ambient and Specular Reflection

Specular reflection: 

  • 1. The whole or almost total reflection of the light in a focused area around the specular reflection angle produces specular reflection.
  • 2. When we look in a particular direction at a lit shining surface, such as polished metal, a shiny apple, or a pearl, we see a bright spot or a highlighted spot.
  • 3. In the Fig.(a) the specular reflection angle, denoted by 𝜽 is the same as the angle of incident light and N is the unit normal surface vector, R is the unit vector in the direction of ideal specular reflection, L is the unit vector directed towards the point light source, and V is the unit vector pointing towards the viewer from the surface position. 
  • 4. Angle 𝜽 is the viewing angle relative to the specular reflection direction R. 
  • 5. In the case of an ideal reflector or perfect mirror, the incident light is reflected only in the specular reflection direction. 
  • 6. In this case, we would only see reflected light when vectors V and R coincide, i.e., 𝜽 = 0. The objects other than ideal reflectors have specular reflection around vector R. 

Draw a simple Illumination model. Include the contribution of Diffuse, Ambient and Specular Reflection

Phong model:

  • i. According to the Phong model, the intensity of specular reflection is proportional to cos ns 𝜽. The value of n, specular reflection parameter is determined by the type of surface.
  • ii. For very shiny surfaces, the value of n s is large (more than 100) and for dull surfaces the value of n s is close to 1. For a perfect reflector, the value of n s is infinite. 
  • iii. The intensity of specular reflection depends on the angle of incidence, on the properties of the surface, colour of incident light and polarization. 
  • iv. The specular reflection coefficient W(𝜽), for each surface may be used to model the monochromatic specular intensity variation. 
  • v. We can write the Phong specular reflection model as 

Draw a simple Illumination model. Include the contribution of Diffuse, Ambient and Specular Reflection

where I l is intensity of light source, and 𝜽 is the viewing angle relative to specular reflection direction R. 

  • vi. In the case of opaque materials, the specular reflection rejection is almost constant for all incidence angles. Therefore, replacing W(𝜽) with a constant specular reflection coefficient K s . Since V and R are unit vectors in the viewing and specular reflection directions, cos 𝜽 = VR. We can rewrite the equation (5.8.1) as  

Draw a simple Illumination model. Include the contribution of Diffuse, Ambient and Specular Reflection

Section 3: Bresenham Algorithm

a. Consider two raster systems with resolutions of 640* 480 and 1280* 1024. How many pixels could be accessed per second in each of these systems by a display controller that refreshes the screen at a rate of 60 frames per second ?

Ans. Number of pixel in one frame (resolution) = Number of column (width) x Number of row (height) 

Number of frame in one second = 60 frames 

So, number of pixel in 60 frames = resolution x 60 

a. For resolution 640 x 480

Number of pixels per second = 640 x 480 x 60 = 1843200 pixel

b. For resolution 1024 x 1280

Number of pixels per second 1024 x 1280 x 60 = 78643200 pixel

b. Consider the line from (5, 5) to (13, 9). Use the Bresenham algorithm to rasterize the line.  

Ans. Given: 

Consider the line from (5, 5) to (13, 9). Use the Bresenham algorithm to rasterize the line

Tabulating the result of each iteration:  

Consider the line from (5, 5) to (13, 9). Use the Bresenham algorithm to rasterize the line

Section 4: Cohen-Sutherland Algorithm

a. Use the Cohen-Sutherland algorithm to clip line P 1 (70, 20) and P 2 (100, 10) against a window lower left hand corner (50, 10) and upper right hand corner (80, 40).  

Ans. Given: P 1 (70, 20) and P 2 (100, 10)

Window lower left corner = (50, 10) 

Window upper right corner = (80, 40)

Now, we assign 4 bits binary out code.

Point P 1 is inside the window so the out code of P 1 = 0000 and the out code for P 2 = 0010. 

Logical AND operation will give, 0000

Use the Cohen-Sutherland algorithm to clip line P1 (70, 20) and P2(100, 10)

We, have to find intersection of line P 1 P 2 with right edge of window i.e.. P 2 (x, y).Here x = 80 we have find the value of y.  

We use the point P 2 (x 2 , y 2 ) = P 2 (100, 10)

Use the Cohen-Sutherland algorithm to clip line P1 (70, 20) and P2(100, 10)

thus, the intersection point P 3 = (80, 16.66) 

So, after clipping line P 1 ,P 2 against the window, new line is P 1 ,P 3 with co-ordinates P 1 (70,20) and P 3 (80, 16.66) 

Use the Cohen-Sutherland algorithm to clip line P1 (70, 20) and P2(100, 10)

b. Obtain the mirror reflection of the triangle formed by the vertices A(0, 3), B(2, 0) and C(3, 2) about the line passing through the points (1, 3) and (-1,-1). 

Ans. The equation of the line passing through the points (1, 3) and (-1, – 1) is obtained as:

computer graphics assignment questions

If 𝜽 is the angle made by the line (1) with the positive z-axis, then 

Obtain the mirror reflection of the triangle formed by the vertices A(0, 3), B(2, 0) and C(3, 2)

To obtain the reflection about the line (1), the following sequence of transformations can be performed: 

  • 1. Translate the intersection point (0, 1) to the origin, this shift the line L to L’
  • 2. Rotate the shifted line L’ by – 𝜽° (ie. clockwise), so that the L’ aligns with the x-axis.  
  • 3. Perform the reflection about r-axis. 
  • 4. Apply the inverse of the transformation of step (2). 
  • 5. Apply the inverse of the transformation of step (1).

By performing step 1 to step 5, we get

Obtain the mirror reflection of the triangle formed by the vertices A(0, 3), B(2, 0) and C(3, 2)

So the new coordinates A’B’C’ of the reflected triangle ABC can be found as

Obtain the mirror reflection of the triangle formed by the vertices A(0, 3), B(2, 0) and C(3, 2)

Section 5: Parallel Projection and Perspective Projection

a. What is window-to-view point coordinate transformation ? What are issues related to multiple windowing ?

Ans. Window to view point coordinate transformation: Window to viewport mapping or transformation is done in following three steps:

Step 1: The object together with its window is translated until the lower left corner of the window is at the origin. 

What is window-to-view point coordinate transformation

Step 2: The object and the window are then scaled until the window has the dimension same as viewport. In other words, we are converting the object into image and window in viewport.  

What is window-to-view point coordinate transformation

Step 3: The final transformation step is another translation to move the viewport to its correct position on the screen.  

What is window-to-view point coordinate transformation

Issues related to multiple windowing:  

  • 1. A key problem in multi-windowing is how to automatically assign windows to the relevant areas within an image.
  • 2. More difficult to work with several applications at once. 

b. What do you mean by projection ? Differentiate between parallel projection and perspective projection. 

Ans. Projection: 

  • 1. A projection is a two-dimensional representation of a three-dimensional item or scene; it is the shadow of the object.
  • 2. Projections convert coordinate system points of dimension ‘n’ into coordinate system points of dimension ‘n’ less.

Types of projections : 

  • a. Parallel lines are used to translate coordinate points to the view plane in a parallel projection.
  • b. These are linear transforms that can be used to create scale drawings of three-dimensional objects for use in blueprints.
  • a. A perspective projection transforms the locations of objects to the view plane via lines that converge at the centre of the projection.
  • b. Calculating the point at which the projection lines and the view plane intersect provide the projected view of an object.

Difference:

Section 6: Z-Buffer Algorithm

a. What do you understand by the term “Back-Face Removal” ? Explain a Back-Face Removal algorithm, you find convenient to implement. Justify your answer. 

Ans. Back-face detection method:

1. Object surfaces that are orientated away from the viewer are called back-faces.

2. Algorithm used to detect the back-faces is known as back-face detection algorithm.  

3. If any three points (x 1 , y 1 , z 1 ), (x 2 , y 2 , z 2 ) and (x 3 , y 3 , z 3 ) on any plane surface are known, the unknown parameters A, B, C and D of the plane Surface equation Ax + By + Cz + D = 0 can be found as follows: 

i. All the three points (x 1 , y 1 , z 1 ), (x 2 , y 2 , z 2 ) and (x 3 , y 3 , z 3 ) should satisfy the equation Ax + By + Cz + D = 0 as it lies on the surface.

Explain a Back-Face Removal algorithm, you find convenient to implement.

ii. Also, any arbitrary point (x, y, z) lying on the surface should satisfy the equation of the desired surface

Ax + By +Cz +D = 0 

iii. A unique solution of equations for A, B, C and D can only be obtained if

Explain a Back-Face Removal algorithm, you find convenient to implement.

which is in the form of Ax + By + Cz + D =0, giving the equation of the plane passing through the three points 

Explain a Back-Face Removal algorithm, you find convenient to implement.

iv. Any plane with its inside and outside surfaces can be defined by three points and its normal vector. 

v. This normal vector can be calculated with three position vectors of three points (x 1 , y 1 , z 1 ), (x 2 , y 2 , z 2 ) and (x 3 , y 3 , z 3 ).

vi. Using right hand thumb rule, the three points are considered in counter clockwise manner for calculating the unit normal directing outside the surface. Thus, the surface normal and equation of the plane are calculated.

vii. Now, if any point (x, y, or z) lies inside the polygon surface, Ax + By + Cz + D < 0, and if it is along the line of sight to the surface, the polygon must be back-face.

viii. If L is the line of sight or viewing vector (light vector in case of shadowing), perpendicular to the viewing plane originating from the eye or camera. Nis the unit surface normal vector as shown in Fig.(a) and (b) the polygon is the back-face if L.N > 0.

Explain a Back-Face Removal algorithm, you find convenient to implement.

ix. On aligning the light vector to that of the view vector which is normally along negative z-axis for right-handed viewing system, that is

Explain a Back-Face Removal algorithm, you find convenient to implement.

x. Hence, only z-component of normal vector N is required to be considered, and the sign of K is checked for negative value. 

xi. Thus, any polygon is a back-face if it has a surface normal with negative z-component value.

Explain a Back-Face Removal algorithm, you find convenient to implement.

b. Explain Z-Buffer algorithm. 

  • 1. The rendering system’s visibility detection approach is the A-buffer method.
  • 2. To enable transparency, the A-bufter builds on the depth buffer technique. The accumulation buffer is the main data structure of the A-buffer.
  • a. Depth field: It stores a positive or negative real number. 
  • b. Intensity field: It stores surface intensity information or a pointer value.
  • 4. If depth >=0, the number stored at that position is the depth of a single Surface overlapping the corresponding pixel area.  
  • 5. The intensity field then stores the RGB components of the surface colour at that point and the percent of pixel coverage.     

Explain Z-Buffer algorithm

  • 6. If depth < 0, it indicates multiple surface contributions to the pixel intensity. 
  • 7. The intensity field then stores a pointer to a linked list of surface data. 
  • a. RGB intensity components 
  • b. Opacity parameter
  • d. Percent of area coverage 
  • e. Surface identifier 
  • 9. The depth and opacity values are used to determine the final colour of a pixel.

Section 7: Quadric Surfaces

a. What do you understand by quadric surfaces ?  

Ans. Quadric surfaces: Quadric surfaces are defined by quadrate equations in two dimensional space.  

Various types of quadratic surfaces: 

1. Sphere:  

a. A sphere with a radius r is defined as the set of points (x, y, z) that satisfies the following equations 

What do you understand by quadric surfaces

b. The parametric equations for spherical surfaces are:

What do you understand by quadric surfaces

2. Ellipsoid: 

a. An ellipsoid surface is the extension of a spherical surface. There are three mutually perpendicular radii that have different values as shown in Fig. 

What do you understand by quadric surfaces

b. In the cartesian coordinate system, the ellipsoid centered at the origin can be defined as: 

What do you understand by quadric surfaces

c. The parametric equations are:

What do you understand by quadric surfaces

a. A doughnut-shaped object as shown in Fig. is called a torus. 

What do you understand by quadric surfaces

This can be generated by rotating a conic object like a circle about a specified axis. 

b. In cartesian coordinates, equations for points over the surface of a torus is given as

What do you understand by quadric surfaces

c. The parametric representations for a torus can be given as

What do you understand by quadric surfaces

b. Explain the difference between: 

i. Bezier and B-Spline curves 

ii. Bezier and Hermite curves

Ans. i. Bezier and B-Spline curves 

Bezier and Hermite curves

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Chapter: Computer Graphics and Architecture

Important short questions and answers: computer graphics.

1. Define Computer graphics.

Computer graphics remains one of the most existing and rapidly growing computer fields.Computer graphics may be defined as a pictorial representation or graphical representation of objects in a computer.

2. Define refresh buffer/frame buffer.

The memory area where in picture definition is stored is called Refreshbuffer. This memory area holds the set of intensity values for all the screen points. On a black and white system with one bit per pixel, the frame buffer is called a bitmap.

3. What is pixel?

Each screen point in a monitor is called a pixel/pel. It is also called picture element.

4. Define aspect ratio.

It is a property of video monitors. This number gives the ratio of vertical points to horizontal points necessary to produce equal-length lines in both directions on the screen.

5. What is Output Primitive?

Basic geometric structures that describe a scene are referred to as Output Primitives. Points and straight lines segments are the simplest geometric components of pictures. Additional output primitives that can be used to construct a picture include circles and other conic sections, quadric surfaces, spline curves and surfaces, polygon color areas, and character strings.

6. What is DDA?

The Digital Differential Analyzer is a scan-conversion line algorithm based on calculating either difference in y-coordinate (dy) or difference in x-coordinate. We sample the line at unit intervals in one coordinate and determine corresponding integer values nearest the line path for the other coordinate.

7.What are the disadvantages of DDA algorithm?

Round-off error in successive additions of the floating-point increment can cause the calculated pixel positions to drift away from the true line path for long line segments.

Rounding operations and floating-point arithmetic in procedure are still time-consuming.

8. What is attribute parameter?

Any parameter that affects the way a primitive is to be displayed is referred to as an attribute parameter.

9. What are the basic line attributes?

Basic attributes of a straight line segment are its type, its width, and its color. 10. What is meant by aliasing?

The distortion of information due to low frequency sampling (Under sampling) is called aliasing. We can improve the appearance of displayed raster lines by applying antialiasing methods that compensate for the under sampling process.

11. Define Translation.

A translation is applied to an object by repositioning it along a straight line path from one coordinate location to another. We translate a two-dimensional point by adding translation distances, tx and ty, to original coordinate position (x, y) to move the point to a new position (x', y'). x' = x + tx, y' = y + ty. The translation distance pair (tx, ty ) is called a translation vector or shift vector.

12. Define Rotation.

A 2-D rotation is applied to an object by repositioning it \along a circular path in the xy plane.

13. Define Scaling.

A scaling transformation alters the size of an object. This operation can be carried out for polygons by multiplying the coordinate values (x,y) of each vertex by scaling factors sx and sy to produce the transformed coordinates ( x', y' ). x' = x. sx, y' = y. sy.

14. Define Reflection.

A Reflection is a transformation that produces a mirror image of an object. The mirror image for a 2D reflection is generated relative to an axis of reflection by rotating the object 180 degree about the reflection axis.

15. Define Shear.

A transformation that distorts the shape of an object such that the transformed shape appears as if the object were composed of internal layers that had been caused to slide over each other is called a shear.

16. Define Window.

A world-coordinate area selected for display is called a window

17. Define view port.

An area on a display device to which a window is mapped is called a view port.

18. What is viewing transformation?

The mapping of a part of a world-coordinate scene to device coordinates is referred to as viewing transformation.

19. Define Clipping.

Any procedure that identifies those portions of a picture that are either inside or outside of a specified region of space is referred to as a clipping algorithm or simply clipping. The region against which an object is clipped is called a clip window.

20 What are the types of Clipping?

Point clipping

Line clipping

Area clipping

Curve clipping

Text clipping

21.What is the purpose of presentation graphics?

Presentation graphics is used to produce illustrations for reports or to generate 35-mm slides or transparencies for use with projectors. Presentation graphics is commonly used to summarize financial, statical, mathematical, scientific, and economic data for research reports, managerial reports, consumer information bulletins, and other types of reports.

22. What is frame buffer?

Picture definition is stored in a memory area called frame buffer or refresh buffer.

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NPTEL COMPUTER GRAPHICS ASSIGNMENT ANSWERS 2021

  • by QuizXp Team
  • August 8, 2021 September 22, 2021

COMPUTER GRAPHICS

NPTEL COMPUTER GRAPHICS Computer graphics is one of the fundamental aspects of any computing system. Its primary role is to render the digital content (0’s and 1’s) in a human-comprehensible form on the computer screen. The rendering follows a series of stages, collectively known as the graphics pipeline.

NPTEL COMPUTER GRAPHICS is a MOOC course offered by IIT Guwahati on the NPTEL platform. In this course, we will introduce the pipeline and its stages. The topics covered include various object representation techniques followed by the pipeline stages of modeling transformation, 3D to 2D viewing transformation. The course is developed by Dr Samit Bhattacharya is an associate professor in the Dept of Computer Science and Engineering, IIT Guwahati, with more than 12 years of teaching and research experience.

  • INTENDED AUDIENCE: All Undergraduates
  • Requirements/Prerequisites:  NIL
  • INDUSTRY SUPPORT:  All compaines or industry

CRITERIA TO GET A CERTIFICATE

Students have to score Average assignment score = 25% of the average of the best 6 assignments out of the total 8 assignments given in the course. Exam score = 75% of the proctored certification exam score out of 100 Final scores = Average assignment score + Exam score

Students will be eligible for CERTIFICATE ONLY IF AVERAGE ASSIGNMENT SCORE >=10/25 AND EXAM SCORE >= 30/75. If any of the 2 criteria are not met, the student will not get the certificate even if the Final score >= 40/100.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 8 ANSWERS:-

Q1. In computer graphics, the frame buffer is a part of video memory

Q2. The full form of the GPGPU is __________.

Q3. The graphics softwares are broadly of ___ types.

All the best for the final exam on 26 Sept, for extra preparation, take our membership for better score in exam read more here:- Final Exam Membership

Q4. Once CPU detects process involves graphics operations, it transfers control to _________ .

Q5. There are ______ types of flat panel displays.

Q6. Plasma panels, thin-film electroluminescent displays, light-emitting diodes (LEDs) are the examples of ___________ displays.

Q7. There are two types of LCDs: reflective and ________ .

Q8. In GPU, multiple cores (cores capable of performing simple integer and floating point arithmetic operations only) are grouped together to form _____________.

Q9. All modern-day GPUs contain depth-buffer as dedicated memory.

Q10. OpenGL is a _________ .

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 7 ANSWERS:-

Q1. The floating-point operation in “Line Scan Conversion” makes the rendering approach computationally expensive.

Q2. Square root and multiplication operations are used in

Q3. In the seed fill algorithm, seed means ______ of a region.

Q4. The Scan Line Convex Polygon Fill Algorithm performs an inside-outside test for each pixel

Q5. Scan conversion is also known as rendering.

Q6. DDA algorithm is an incremental approach to speed up ____________.

Q7. In Bresenham’s algorithm we choose pixels at each step depending on the __________.

Q8. In midpoint algorithm we can divide a circle into _____ quadrants.

Q9. In ________ rendering algorithm, we start with one interior pixel and color the region progressively based on the boundary pixel color.

Q10. Anti-aliasing techniques are used to ________ the rendered shape.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 6 ANSWERS:-

Q1. In computer graphics, the object within the view volume are projected, and outside objects are discarded. This process of discarding objects is called

Q2. The Sutherland-Hodgeman algorithm is used for

Q3. In 3D computer graphics, Cohen-Sutherland line clipping algorithm required _________ bits region coding.

Q4. The depth sorting algorithm in computer graphics is often called

Q5. Which one from the following use both object space and image methods for HSR (hidden surface removal)

Q6. In line clipping line boundary intersection check is computationally expensive.

Q7. Cohen-Sutherland Algorithm is a _______ algorithm.

Q8. Sutherland–Hodgeman algorithm works well when fill-area is a _____ polygon to be clipped against a rectangular clipping window.

Q9. Hidden surface removal is of two types: Object space method and ________ method.

Q10. One way to reduce computation of hidden surface removal is to use ______ properties.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 5 ANSWERS:-

Q1. The different spectra that result in the sensation of the same color in computer graphics are known as

Q2. Which of the following is not texture synthesis approach

Q3. While setting up the view coordinate system, one of the points chosen is

Q4. The transformation of a 3D scene to a 2D image is known as

Q5. 9. Lines not parallel to the view plane appear to meet at some point on the view plane after projection is known as

Q6. Light waves within visible light range excite _____ in our eye, giving photopic vision.

Q7. We have _____ types of cones in our eyes.

Q8. The texturing method MIP stands for

Q9. In _________ projection, projectors converge at a point.

Q10. While computing the transformed coordinates of a point, its original z (depth) value is preserved in a separate storage known as the _______.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 4 ANSWERS:-

Q1. The transport of light energy from a source to a point is called

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Q2. Lighting and shading represent two different ways of computing colors at a point.

Q3. According to the simple lighting model, light intensity reaching the viewer from a surface point can be modeled as the sum of _________ intensities.

Q4. 8. Flat shading is more realistic coloring than gouraud shading (at the expense of increased computation).

Q5. Lighting model computes color in terms of ________ values.

Q6. In graphics there are typically three types of light sources: Point light source, Directional source and ______ source.

Q7. Reflection from a point can occur either of two ways: Diffuse reflection and _____________ .

Q8. ______ models work at the pixel-level, after the scene is mapped to the screen.

Q9. Gouraud shading limitations can be overcome with a more accurate shading model, known as the ________.

Q10. We cannot perceive absolute difference in intensity values.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 3 ANSWERS:-

Q1. The basic transformation used in “Computer Graphics” are

Q2. In homogeneous coordinate system, a 2D point p(x, y) represented with ______ element vector.

Q3. In 3D shearing metric the shear value zero indicates

Q4. 3D equivalent of pixel is __________ .

Q5. BSP stands for ___________.

Q6. In scaling we multiply the object coordinates by some scalers, called _________.

Q7. A homogeneous coordinate system is an abstract representation technique.

Q8. In homogeneous coordinate system, any point of the form Ph(xh,yh,0) is considered to be at _____.

Q9. Matrix multiplication is commutative. So any sequence of the multiple geometric transformation will lead to same result.

Q10. In 3D shearing there are _____ shearing factors.

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 2 ANSWERS:-

Q1. Space-partitioning methods include techniques such as constructive solid geometry.

Q2. Quadric surfaces refers to those objects, which (or the surface of which) are described with degree 3 equations (i.e., cubic equations).

Q3. The idea of fitting a set of control points with several polynomials to generate curve is called _________.

Q4. De Casteljau algorithm used to generate ________.

Q5. Techniques that represent an object by representing the individual object surfaces are ____________.

Note:- WE NEVER PROMOTE COPYING AND We do not claim 100% surety of answers, these answers are based on our sole knowledge, and by posting these answers we are just trying to help students to reference, so we urge do you assignment on your own.

Q6. Two sweep representation techniques used in computer graphics are Sweep surface and __________.

Q7. Mesh representation is one of the sub categories of _________.

Q8. Sphere is an example of quadratic surface.

Q9. __________ support local controllability.

Q10. The two types of continuing conditions are, (choose the correct options)

NPTEL COMPUTER GRAPHICS ASSIGNMENT WEEK 1 ANSWERS:-

Q1. William Fetter of Boeing coined the term “Computer Graphics” in the year _______.

Answer:- d. 1960

Q2. Sylvan Chasen (Lockheed, 1981) proposed _________ phases of “Computer Graphics” evolution.

Answer:- c. 4

Q3. Image generation task performed by ___________.

Answer:- a. display controller

Q4. The process of hidden surface removal also known as the _________.

Answer:- b. visible surface detection

Q5. Raster graphics refers to images represented in terms of continuous geometric primitives such as lines and curves.

Answer:- b. False

NOTE:- IF THERE IS ANY CHANGE IN ANSWERS OF NPTEL COMPUTER GRAPHICS answers WILL UPDATE BEFORE LAST DATE AND NOTIFY ON TELEGRAM OR WHATSAPP. SO KINDLY JOIN US, CLICK ON THE BELOW IMAGE AND JOIN US.

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Q6. Computer graphics is the process of _______ static images or animation (sequence of images) on computer screens in an efficient way.

Answer:- a. rendering

Q7. The CAD system DAC-1(by IBM) falls under _________ phase of computer graphics.

Answer:- a. gestational

Q8. The computer graphics field entered into the adulthood period in ___________.

Answer:- b. 1981

Note:- WE NEVER PROMOTE COPYING AND We do not claim 100% surety of answers, these answers are based on our sole knowledge, and by posting these answers we are just trying to help students to reference, so we urge do your assignment on your own.

Q9. GPU stands for ___________.

Answer:- b. Graphics Processing Unit

Q10. In ______________ stage3D scene is mapped to 2D scene.

Answer:- c. viewing transformation

JOIN US ON TELEGRAM FOR WEEK 2 ANSWERS UPDATES

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Note:- We do not claim 100% surety of answers, these answers are based on our sole knowledge and by posting these answers we are just trying to help students, so we urge do you assignment own your own.

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Computer Graphics: Final Feedback Form !!!

Dear students, We are glad that you have attended the NPTEL online certification course. We hope you found the NPTEL Online course useful and have started using NPTEL extensively. In this regard, we would like to have feedback from you regarding our course and whether there are any improvements, you would like to suggest.   We are enclosing an online feedback form and would request you to spare some of your valuable time to input your observations. Your esteemed input will help us in serving you better. The link to give your feedback is: https://docs.google.com/forms/d/1X_kc4gN5XjEDLm55Tg0_WgypABWlerRunb3RBCKr_GI/edit?usp=drivesdk We thank you for your valuable time and feedback. Thanks & Regards, -NPTEL Team

Thank you for learning with NPTEL!!

Dear Learner, Thank you for taking the course with NPTEL!! Hope you enjoyed the journey with us. The results for this course have been published and we are closing this course now.  You will still have access to the contents and assignments of this course, if you click on the course name from the "Mycourses" tab on swayam.gov.in. For any further queries please write to [email protected] . - Team NPTEL

Computer Graphics : Result Published!!

                                      ***THIS IS APPLICABLE ONLY FOR EXAM REGISTERED CANDIDATES***                             ****Please don't click on below link, if you are not registered/not present for the Exam****                          Dear Candidate, The exam scores and E Certificates have been released for September 2023 Exam(s). Step 1 - Are the results of my courses released? Please check the Results published courses list in the below links.:- Sep 2023 Exam - Click here Step 2 - How to check Results? Please login to internalapp.nptel.ac.in/ . and check your exam results. Use the same login credentials as used to register to the exam. What's next? Please read the pass criteria carefully and check against what you have gotten. If you still have any issues, please report the same here. internalapp.nptel.ac.in/ . We will reply within a week. Last date to report queries: 3 days within publishing of scores. Note : Hard copies of certificates will not be dispatched. The duration shown in the certificate will be based on the timeline of offering of the course in 2023, irrespective of which Assignment score that will be considered. Thanks and Best wishes. NPTEL Team

Computer Graphics :Re-evaluation of assignment !

Dear learners ,, assignment no 7 solution released, dear participants,.

The Assignment-No 7 of Week- No 7 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week 7: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=53&lesson=105

Happy Learning!

Thanks & Regards,

Computer Graphics: Assignment No 8 Solution Released

The Assignment-No 8 of Week- No 8 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week 8: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=59&lesson=106

Assignment No 6 Solution Released

The Assignment-No 6 of Week- No 6 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week 6: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=47&lesson=104

Assignment No 3 Solution Released

The Assignment-No 3 of Week- No 3 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week3: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=29&lesson=99

Assignment No 1 Solution Released

The Assignment-No 1 of Week- No 1 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week1: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=17&lesson=97

Assignment No 2 Solution Released

The Assignment-No 2 of Week- No 2 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week1: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=23&lesson=98

Assignment No 4 Solution Released

The Assignment-No 4 of Week- No 4 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week 4: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=35&lesson=102

Assignment No 5 Solution Released

The Assignment-No 5 of Week- No 5 Solution for the course " Computer Graphics " has been released in the portal. Please go through the solution and in case of any doubt post your queries in the forum.

Link for week 5: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=41&lesson=103

September 2023 NPTEL Exams - Hall Tickets Released !!

***THIS IS APPLICABLE ONLY FOR EXAM-REGISTERED CANDIDATES***      ****Please don't click on below link, if you are not registered for the Exam**** Dear Candidate, Your Hall Ticket / admit card for the NPTEL Exam(s) in September 2023 has been released. Please login to  https://internalapp.nptel.ac.in/  using your exam-registered email ID and download your hall ticket. Note:  Requests for changes in exam city, exam center, exam date, session, or course will NOT be entertained. Please write to  [email protected]   for any further queries. All the best for your exams! Warm Regards NPTEL Team

Computer Graphics :Re-evaluation of assignment 5!

Computer graphics: live interaction with course instructor, computer graphics: assignment 8 is live now.

Dear Learners,

The lecture videos for Week No 8 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=59&lesson=60

The other lectures for this week are accessible from the navigation bar to the left. Please remember to login into the website to view contents (if you aren't logged in already).

Assignment-No 8 for Week-No 8 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=59&assessment=101

The assignment has to be submitted on or before Wednesday, [20/09/2023], 23:59 IST.

We have also added the feedback form for this week, you may visit the below link and provide your feedback:

Link: https://docs.google.com/forms/d/e/1FAIpQLSerFJqyTUhV4S5ZuJAAcSG6BQa9MC7AFUN9arUX9cc2Eeuu1A/viewform

Please use the discussion forums if you have any questions on this module.

Note : Please check the due date of the assignments in the announcement and assignment page if you see any mismatch write to us immediately.

Thanks and Regards,

-NPTEL Team

Exam Format - September, 2023 !!

Dear Candidate, ****This is applicable only for the exam registered candidates**** Type of exam will be available in the list: Click Here You will have to appear at the allotted exam center and produce your Hall ticket and Government Photo Identification Card (Example: Driving License, Passport, PAN card, Voter ID, Aadhaar-ID with your Name, date of birth, photograph and signature) for verification and take the exam in person.  You can find the final allotted exam center details in the hall ticket. The hall ticket is yet to be released.  We will notify the same through email and SMS. Type of exam: Computer based exam (Please check in the above list corresponding to your course name) The questions will be on the computer and the answers will have to be entered on the computer; type of questions may include multiple choice questions, fill in the blanks, essay-type answers, etc. Type of exam: Paper and pen Exam  (Please check in the above list corresponding to your course name) The questions will be on the computer. You will have to write your answers on sheets of paper and submit the answer sheets. Papers will be sent to the faculty for evaluation. On-Screen Calculator Demo Link: Kindly use the below link to get an idea of how the On-screen calculator will work during the exam. https://tcsion.com/ OnlineAssessment/ ScientificCalculator/ Calculator.html NOTE: Physical calculators are not allowed inside the exam hall. Thank you! -NPTEL Team

Computer Graphics: Assignment 7 is live now!

The lecture videos for Week No 7 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=53&lesson=54

Assignment-No 7 for Week-No 7 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=53&assessment=96

The assignment has to be submitted on or before Wednesday, [13/09/2023], 23:59 IST.

Computer Graphics: Assignment 6 is live now!

The lecture videos for Week No 6 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=47&lesson=48

Assignment-No 6 for Week-No 6 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=47&assessment=95

The assignment has to be submitted on or before Wednesday, [06/09/2023], 23:59 IST.

Link: https://docs.google.com/forms/d/1S_7Az7xNREMYSEcThjZelC1jjgK0U7jZ9MUmmRMIQIs/viewform

Dear Students, You can interact LIVE with the Course Instructor  Prof. Samit Bhattacharya ,  IIT Guwahati of the course -  " Computer Graphics "  Date :  22/08/2023   Time :  4:15 PM - 5:15 PM Youtube Link to participate :     Click here or Microsoft Teams Link to participate :     Click here Please follow the link below to post your questions that you may want   Prof. Samit Bhattacharya   to answer during the live interaction session.: Click here  to post your question. You can also ask your doubts during the session through the chat window. We would also like to hear from you after the session. Request you to share your thoughts in the forum. Happy Learning! -NPTEL Team

Exam Registration for NPTEL Courses Extended !!

Dear Learner,

Registration for the certification exam has been extended.

CLICK HERE to register for the exam.

Choose from the Cities where exam will be conducted: Exam Cities

Last date for exam registration is extended : August 21, 2023, 5:00 PM (Monday).

Click here to view Timeline and Guideline : Guideline

Note: Kindly ignore if registered already.

NPTEL TEAM.

Computer Graphics: Assignment 5 is live now!

The lecture videos for Week No 5 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=41&lesson=42

Assignment-No 5 for Week-No 5 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=41&assessment=94

The assignment has to be submitted on or before Wednesday, [30/08/2023], 23:59 IST.

Exam Registration for NPTEL courses ends in 3 days!!

Registration for the certification exam is open & ends in 3 days.

Last date for exam registration: August 18, 2023, 5:00 PM (Friday).

Computer Graphics: Assignment 4 is live now!

The lecture videos for Week No 4 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=35&lesson=36

Assignment-No 4 for Week-No 4 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=35&assessment=93

The assignment has to be submitted on or before Wednesday, [23/08/2023], 23:59 IST.

Computer Graphics: Assignment 3 is live now!

The lecture videos for Week No 3 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=29&lesson=30

Assignment-No 3 for Week-No 3 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=29&assessment=92

The assignment has to be submitted on or before Wednesday, [16/08/2023], 23:59 IST.

Computer Graphics: Assignment 2 is live now!

The lecture videos for Week No 2 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=23&lesson=24

Assignment-No 2 for Week-No 2 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=23&assessment=91

The assignment has to be submitted on or before Wednesday, [09/08/2023], 23:59 IST.

Computer Graphics: Assignment 1 is live now!

The lecture videos for Week No 1 have been uploaded for the course “Computer Graphics” . The lectures can be accessed using the following link:

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=17&lesson=18

Assignment-No 1 for Week-No 1 is also released and can be accessed from the following link

Link: https://onlinecourses.nptel.ac.in/noc23_cs115/unit?unit=17&assessment=90

Stay Ahead of the Curve: Follow NPTEL for a Bright Future!!

Dear Learners Don't let knowledge pass you by! Stay in the loop with all the latest updates from NPTEL!  Follow us on social media to never miss a beat in your educational journey. Be the first to know about new courses, insightful articles, and exciting announcements.  Join our growing community. Tap those links below and let the learning adventure begin! Twitter: https://twitter.com/nptelindia?t=Yv1BextATpcwg7K2kOxbhg&s=08 Facebook:  https://www.facebook.com/NPTELNoc/ Instagram:  https://www.instagram.com/nptel_india/ LinkedIn: https://www.linkedin.com/mwlite/company/nptel YouTube: https://www.youtube.com/user/nptelhrd Happy learning!  Team NPTEL

Computer Graphics: Assignment 0 is live now!

Nptel: exam registration is open now for july 2023 courses.

Dear Learner, 

Here is the much-awaited announcement on registering for the July 2023 NPTEL course certification exam. 

1. The registration for the certification exam is open only to those learners who have enrolled in the course. 

2. If you want to register for the exam for this course, login here using the same email id which you had used to enroll to the course in Swayam portal. Please note that Assignments submitted through the exam registered email id ALONE will be taken into consideration towards final consolidated score & certification. 

3 . Date of exam: September 24, 2023

4. Exam fees: 

If you register for the exam and pay before Aug 14, 2023, 5:00 PM, Exam fees will be Rs. 1000/- per exam .

5. 50% fee waiver for the following categories: 

Students belonging to the SC/ST category: please select Yes for the SC/ST option and upload the correct Community certificate.

Students belonging to the PwD category with more than 40% disability: please select Yes for the option and upload the relevant Disability certificate. 

6. Last date for exam registration: Aug 18, 2023, 5:00 PM (Friday). 

7. Between Aug 14, 2023, 5:00 PM & Aug 18, 2023, 5:00 PM late fee will be applicable.

8. Mode of payment: Online payment - debit card/credit card/net banking/UPI. 

9. HALL TICKET: 

The hall ticket will be available for download tentatively by 2 weeks prior to the exam date. We will confirm the same through an announcement once it is published. 

10. FOR CANDIDATES WHO WOULD LIKE TO WRITE MORE THAN 1 COURSE EXAM:- you can add or delete courses and pay separately – till the date when the exam form closes. Same day of exam – you can write exams for 2 courses in the 2 sessions. Same exam center will be allocated for both the sessions. 

11. Data changes: 

Last date for data changes: Aug 18, 2023, 5:00 PM :  

We will charge an additional fee of Rs. 200 to make any changes related to name, DOB, photo, signature, SC/ST and PWD certificates after the last date of data changes.

The following 6 fields can be changed(until the form closes) ONLY when there are NO courses in the course cart. And you will be able to edit those fields only if you: - 

REMOVE unpaid courses from the cart And/or - CANCEL paid courses 

1. Do you come under the SC/ST category? * 

2. SC/ST Proof 

3. Are you a person with disabilities? * 

4. Are you a person with disabilities above 40%? 

5. Disabilities Proof 

6. What is your role ? 

Note: Once you remove or cancel a course, you will be able to edit these fields immediately. 

But, for cancelled courses, refund of fees will be initiated only after 2 weeks. 

12. LAST DATE FOR CANCELLING EXAMS and getting a refund: Aug 18, 2023, 5:00 PM  

13. Click here to view Timeline and Guideline : Guideline

Domain Certification

Domain Certification helps learners to gain expertise in a specific Area/Domain. This can be helpful for learners who wish to work in a particular area as part of their job or research or for those appearing for some competitive exam or becoming job ready or specialising in an area of study.  

Every domain will comprise Core courses and Elective courses. Once a learner completes the requisite courses per the mentioned criteria, you will receive a Domain Certificate showcasing your scores and the domain of expertise. Kindly refer to the following link for the list of courses available under each domain: https://nptel.ac.in/domains

Outside India Candidates

Candidates who are residing outside India may also fill the exam form and pay the fees. Mode of exam and other details will be communicated to you separately.

Thanks & Regards, 

Computer Graphics:Welcome to NPTEL Online Course - July 2023!!

  • Every week, about 2.5 to 4 hours of videos containing content by the Course instructor will be released along with an assignment based on this. Please watch the lectures, follow the course regularly and submit all assessments and assignments before the due date. Your regular participation is vital for learning and doing well in the course. This will be done week on week through the duration of the course.
  • Please do the assignments yourself and even if you take help, kindly try to learn from it. These assignments will help you prepare for the final exams. Plagiarism and violating the Honor Code will be taken very seriously if detected during the submission of assignments.
  • The announcement group - will only have messages from course instructors and teaching assistants - regarding the lessons, assignments, exam registration, hall tickets, etc.
  • The discussion forum (Ask a question tab on the portal) - is for everyone to ask questions and interact. Anyone who knows the answers can reply to anyone's post and the course instructor/TA will also respond to your queries.
  • Please make maximum use of this feature as this will help you learn much better.
  • If you have any questions regarding the exam, registration, hall tickets, results, queries related to the technical content in the lectures, any doubts in the assignments, etc can be posted in the forum section
  • The course is free to enroll and learn from. But if you want a certificate, you have to register and write the proctored exam conducted by us in person at any of the designated exam centres.
  • The exam is optional for a fee of Rs 1000/- (Rupees one thousand only).
  • Date and Time of Exams: September 24, 2023 Morning session 9am to 12 noon; Afternoon Session 2 pm to 5 pm.
  • Registration URL: Announcements will be made when the registration form is open for registrations.
  • The online registration form has to be filled and the certification exam fee needs to be paid. More details will be made available when the exam registration form is published. If there are any changes, it will be mentioned then.
  • Please check the form for more details on the cities where the exams will be held, the conditions you agree to when you fill the form etc.
  • Once again, thanks for your interest in our online courses and certification. Happy learning.

A project of

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computer graphics assignment questions

IMAGES

  1. NPTEL COMPUTER GRAPHICS ASSIGNMENT 1 ANSWERS

    computer graphics assignment questions

  2. Computer Graphics Assignment

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  3. CS6504 Computer Graphics Question Paper Nov/Dec 2017

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  4. Introduction to computer graphics assignment Number 1

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  5. NPTEL:Computer Graphics Assignment 3 Quiz Answers |Computer Graphics

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  6. Programming Assignment week 3 with coding solution CS4406 computer

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VIDEO

  1. Computer Graphics

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  3. Computer Graphics important questions || JNTUH important questions

  4. Introduction To Computer Graphics Lecture(1) ~Dr-Nader Elshahat

  5. Introduction To Computer Graphics Lecture(5) ~Dr-Nader Elshahat

  6. Computer Graphics Lecture 06

COMMENTS

  1. COS 426: Computer Graphics (2020)

    Note that the questions on the exam may not necessarily reflect the exercises below, and that there may be material on the exam that is not covered by the below questions (and vice versa). In particular, students should expect that exam questions will be more quantitative in nature than these provided exercises.

  2. PDF CS488/688 Sample Exam Questions

    School of Computer Science Computer Graphics Lab July 25, 2018 This is a set of questions covering the course material. They have been asked on quizzes, midterms, and nals in past courses, and the faculty draw liberally upon them for ideas in making up new questions. Some of these questions are answered in the text, some in lecture, some in the

  3. Computer Graphics Interview Questions

    Turtle Graphics is a procedure in computer graphics for programming vector graphics utilizing a relative cursor upon a Cartesian plane. Turtle graphics is a vital characteristic of the Logo Programming language. The following functions describe the turtle. Position of the turtle (x, y) Title of the turtle 0 the angle from the x-axis.

  4. CS4406

    Answers. Computer Graphics (CS4406) 2 days ago. For this discussion, please describe the role of the graphics API (such as OpenGL or WebGL), graphics hardware (graphics cards, GPU, VPU), and the geometry pipeline. Use examples when possible. Remember to cite sources from this Unit's reading using APA 7th edition format.

  5. CS 148: Introduction to Computer Graphics and Imaging

    However, the CAs will ask independent questions -- the person being asked the question by the CA should answer. Grading: Grading sessions will be held live over Zoom (video chat) on Mondays. All of the assignments will be graded in a live-demo format since graphics, like art, is partially about presentation.

  6. 15-462 Computer Graphics I / Assignments

    15-462 Computer Graphics IAssignments. 15-462 Computer Graphics I. Assignments. The programming and written assignments are the heart of this course and count for 65% of your total grade. Much of what you learn in this course will be through doing these assignments. The programming assignments require heavy use of the OpenGL libraries.

  7. CSC 290 Computer Graphics: Assignments

    Due Tuesday, January 30, 2001. Thursday, January 25, 2001 Topics: Simple Raster Graphics Package (SRGP). Text: Foley et al. Chapter 2. Reading Assignment: OpenGL book, chapters 1 and 2. Homework: Exercises 2.1, 2.2, 2.3, 2.6, 2.9, 2.10, 2.11. Note that 2.3, 2.10, and 2.11 involve programming.

  8. computer graphics exam questions and answers Flashcards

    1-'inside-outside window codes'. To determine whether endpoints are inside or outside a window. 2-As you proceed around the window, nine regions are created - the eight outside regions and the one inside region. 3-. Each of the nine regions associated. with the window is assigned a 4-bit code to identify the region.

  9. 15-462 Computer Graphics I / Assignments

    15-462 Computer Graphics I Assignments The programming and written assignments are the heart of this course and count for 65% of your total grade. Much of what you learn in this course will be through doing these assignments. ... Clarity and thoroughness for design or essay questions. Extra credit may be earned for some assignment where ...

  10. Assignments for Computer Graphics for Computer science's students

    (1) Resolution of Homework 3 - Computer Graphics 1 | CS 4620 Assignments Cornell University Computer Graphics 6 pages Pre 2010 Final Assignment - Fundamentals of Computer Graphics | CS 33400 Assignments Purdue University Computer Graphics Prof. Daniel G. Aliaga 4 pages Pre 2010 (1) Load more

  11. Computer Graphics MCQ (Multiple Choice Questions)

    1. Which of the following statements define Computer Graphics? a) It refers to designing plans b) It means designing computers c) It refers to designing images d) None of the mentioned View Answer 2. Among the given scientists/inventor who is known as the father of Computer Graphics? a) Nikola Tesla b) Ivan Sutherland c) Ada Lovelace d) Marie Curie

  12. Computer Graphics -unit-1-2-3-4-5-6 ALL question-bank

    What is aliasing and anti-aliasing? List and explain antialiasing techniques. [6] Describe Frame buffer display in computer graphics. [4] Explain display file and its structure. [4] Explain Bresenham's Line drawing algorithm. [4] Write short notes on: Persistence, Resolution, Aspect ratio. [4]

  13. Introduction to Computer Graphics

    Courses Graphics are defined as any sketch or a drawing or a special network that pictorially represents some meaningful information. Computer Graphics is used where a set of images needs to be manipulated or the creation of the image in the form of pixels and is drawn on the computer.

  14. Exams for Computer Graphics (Computer science) Free Online as PDF

    Download now thousands of Exams in Computer Graphics on Docsity. ... Assignment of CD which contains the best answer to all the questions that are in the required documents with all answers in a proper format. ... 8 Questions on 3D Computer Graphics - Final Examination - Fall 2007 | CS 660.

  15. Solved Instructions: Computer Graphics

    Computer Science questions and answers. Instructions: Computer Graphics - Assignment 1 Objective The objective will be to implement a 2D BLIT system. You will be directly manipulating the color array by inserting color values into specific spots in the array. Before we begin with the lab specifics, first create a new WIN32 CONSOLE APPLICATION.

  16. Computer Graphics: Previous Question Paper with Answer,Aktu Notes

    Important Questions For Computer Graphics: * Quantum * B.tech-Syllabus * Circulars * B.tech AKTU RESULT * Btech 3rd Year COMPUTER-GRAPHICS-Question-Paper-21-22 Download Section A: Computer Graphics Short Answers a. What is the difference between raster and random scan ? Ans. b. What is the role of frame buffer is raster method ?

  17. Computer Graphics

    Learners enrolled: 6410. Computer graphics is one of the fundamental aspects of any computing system. Its primary role is to render the digital content (0's and 1's) in a human-comprehensible form on the computer screen. The rendering follows a series of stages, collectively known as the graphics pipeline. In this course, we will introduce ...

  18. Important Short Questions and Answers: Computer Graphics

    1. Define Computer graphics. Computer graphics remains one of the most existing and rapidly growing computer fields.Computer graphics may be defined as a pictorial representation or graphical representation of objects in a computer. 2. Define refresh buffer/frame buffer. The memory area where in picture definition is stored is called Refreshbuffer.

  19. NPTEL COMPUTER GRAPHICS ASSIGNMENT ANSWERS 2021

    Q1. In computer graphics, the frame buffer is a part of video memory Answer:- a Q2. The full form of the GPGPU is __________. Answer:- c Q3. The graphics softwares are broadly of ___ types. Answer:- a

  20. COD COD3315 : Computer Graphics

    Computer Graphics - Assignment 3 Objective Today's assignment will work on the assumption you have completed assignment 2. We will be introducing triangles, the depth buffer and texturing in this lab. ... This question was created from CG Assignment 2.docx. Additional comments: "the answers given for the rest of the doc are in js but this assignme.

  21. Computer Graphics

    Computer Graphics: Assignment No 8 Solution Released Dear Participants, The Assignment-No 8 of Week ... The questions will be on the computer and the answers will have to be entered on the computer; type of questions may include multiple choice questions, fill in the blanks, essay-type answers, etc. ...