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Atal Bihari Vajpayee Indian Institute of Information Technology and Management Gwalior Major Exam July Dec 2023 2

The document outlines the exam details for a Computer Graphics course, including instructions, question formats, and marking schemes. It consists of four sections: fill in the blanks, true or false, short answers, and problem-solving questions. The exam is scheduled for November 28, 2024, and covers various topics related to computer graphics principles and techniques.

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0% found this document useful (0 votes)
28 views2 pages

Atal Bihari Vajpayee Indian Institute of Information Technology and Management Gwalior Major Exam July Dec 2023 2

The document outlines the exam details for a Computer Graphics course, including instructions, question formats, and marking schemes. It consists of four sections: fill in the blanks, true or false, short answers, and problem-solving questions. The exam is scheduled for November 28, 2024, and covers various topics related to computer graphics principles and techniques.

Uploaded by

SAHITHI
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

Atal Bihari Vajpayee-


Indian Institute of Information Technology and Management, Gwalior
Major Exam, July-Dec, 2024

Roll No: .................... Course Code: ITIT-3102


Date: Nov. 28, 2024 Computer Graphics
Timing: 10:00 AM–01:00 PM M. Marks = 40
Instructor: Dr. Sunil Kumar IMT-V-2024

Important instructions:
• All questions are compulsory.
• Don’t do rough work/tick/write anything on the question paper except your roll no.
• There are four Sections - A,B,C,D. Section-A comprises of Fill in the blanks,Section-B contains
true or false,Section-C contains short answers and Section-D contains numericals.
• For Section-B, justifications are needed against your selection, without which marks may NOT
be given.
• Scientific calculators are allowed. However, sharing of calculators is not allowed.
• Return the question paper after completion of the examination along with the answer booklet.

Section A: Fill in the Blanks


1) In a graphical system, an array of pixels in the picture are stored in . (1 mark)
2) The process of eliminating parts of a scene outside a window or viewport is called .
(1 mark)
3) The Cohen-Sutherland algorithm divides the region into spaces. (1 mark)
4) is a generalization of a plane. (1 mark)
5) spline has C 2 continuity but no local controllability. (1 mark)

Section B: True or False


1) The viewport transformation is applied before the projection transformation in the 3D graphics
pipeline. (1 mark)
2) The order of transformations is not important as long as all transformations are applied to an
object; the result will always be the same. (1 mark)
3) The rasterization step in the graphics pipeline is responsible for converting 3D geometry into
pixels. (1 mark)
4) The DDA line algorithm is more computationally efficient than the Bresenham algorithm in terms
of processing speed. (1 mark)
5) The scanline fill algorithm works by processing the image row by row. (1 mark)

Section C: Short Answer Questions


1) Explain space partitioning-based methods for object representation. (2 marks)

2) Define window and viewport and state differences between the two. (2 marks)
2

3) Explain homogeneous coordinate system. Why do we need it in modeling transformation? (2


marks)

4) A screen has a resolution of 300 pixels per inch (ppi) and is 6 inches × 4 inches in size. If each
pixel requires 8 bits to store, what is the required frame buffer size in bytes? (2 marks)

Section D: Problem-Solving Questions


1) Consider a clipping window with corner points (1,1), (5,1), (5,5), and (1,5). A square with vertices
(3,3), (7,3), (7,7), and (3,7) needs to be clipped against the window. (show all intermediate stages).
(4 marks)
2) An object ABCD is defined in its own coordinate as A(1, 1, 0), B(3, 1, 0), C(3, 3, 0), and D(1,
3, 0). The object is required to construct a partition wall A’B’C’D’ in a world-coordinate scene
(A’ corresponds to A and so on). The new vertices are A’(0, 0, 0), B’(0, 4, 0), C’(0, 4, 4), and
D’(0, 0, 4). Calculate the composite transformation matrix to perform the task. (4 marks)
3) Consider the square object with vertices A(2,1,0), B(2,3,0), C(2,3,3), and D(2,1,3). The camera
is positioned at (1,2,2), and the ”look-at” point is at the center of the object (2,2,2), with the up
direction parallel to the positive z-axis.
a) What are the coordinates of the center of the object after transforming it to the viewing
coordinate system? (2 marks)
b) If we perform a perspective projection onto the view plane z = −0.5, with the view coordinate
origin being the center of projection, what would happen to the transformed center point?
Assume that the view volume is large enough to encompass the entire transformed object. (2
marks)
c) Given that the projected point in the normalized clipping window is (0, 0, −0.5), and we wish
to display the scene on a viewport with the lower-left corner at (4,4) and top-right corner at
(6,8), what would the position of the projected point be in this viewport? (2 marks)
4) Given a Bezier curve with 4 control points:
P0 (0, 0), P1 (1, 2), P2 (3, 3), P3 (4, 0)
Calculate the position of the point on the Bezier curve at parameter t = 0.5. (4 marks)
5) What is the significance of anti-aliasing in graphics rendering? Discuss different techniques to
implement anti-aliasing in computer graphics, including their advantages and disadvantages. (4
marks)

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