GRAPHICS AND MULTIMEDIA
Answer any six of the following:
(a) How is geometry used in computer
graphics?
Geometry is fundamental to computer
graphics, providing the framework for creating,
manipulating, and rendering digital objects and
scenes by representing shapes, positions, and
transformations in 2D or 3D space.
(b) What are the basic components of an
interactive computer graphic system?
The basic components of an interactive
computer graphics system are a host
computer, input devices, a frame buffer, a
display controller, and a display device.
• Host Computer:
This is the main processing unit, responsible
for generating the image data and handling user
input.
• Input Devices:
These allow users to interact with the system
and provide input, such as a mouse, keyboard,
or touch screen.
• Frame Buffer (or Digital Memory):
This memory stores the image data as a matrix
of pixels (or picture elements).
• Display Controller (or Video Controller):
This component retrieves the image data from
the frame buffer and sends it to the display
device.
• Display Device:
This is the output device, typically a monitor,
that displays the image.
(c) What are the advantages of scan
conversion?
It is a process of representing graphics objects
a collection of pixels. The graphics objects are
continuous. The pixels used are discrete. Each
pixel can have either on or off state.
Advantage
Algorithms can generate graphics objects at a
faster rate.
Using algorithms memory can be used
efficiently.
Algorithms can develop a higher level of
graphical objects.
(d) What is anti-aliasing?
Anti-aliasing is a technique used in computer
graphics to reduce the visual artifacts known
as aliasing, which appear as jagged edges or
"staircase" effects on diagonal and curved
lines in digital images. This occurs because
digital screens represent images using a grid of
square pixels, making it difficult to display
smooth edges.
(e) What are the components of multimedia?
Multimedia is an interactive media and
provides multiple ways to represent
information to the user in a powerful manner. It
provides an interaction between users and
digital information.
It is a medium of communication. Some of the
sectors where multimedia is used extensively
are education, training, reference material,
business presentations, advertising and
documentaries.
Components of Multimedia
Text
Graphics
Bitmap Images
Vector Graphics
Audio
Video
Animation
(f) What is the difference between image
space and object space?
Object Space
(Also called Model Space or World Space)
Definition: Object space refers to the
coordinate system where objects are defined
before any transformations occur. It represents
the actual 3D structure of objects in the scene.
Image Space
(Also called Screen Space or Raster Space)
Definition: Image space refers to the 2D
representation of objects on the screen after
applying transformations and projections.
(g) What is meant by diffuse reflection?
Diffuse Reflection in Computer Graphics
Diffuse reflection occurs when light strikes a
rough or non-glossy surface and scatters in
multiple directions. Unlike specular reflection,
where light reflects in a single direction (as
seen on shiny surfaces like mirrors), diffuse
reflection results in a soft and evenly
distributed appearance.
This happens because microscopic
irregularities on the surface cause light rays to
bounce off randomly, preventing the formation
of sharp highlights. As a result, objects with
diffuse reflection appear matte, such as
painted walls, fabric, or unpolished wood.
(h) What do you mean by file format?
A file format is a standardized way of organizing
and encoding data within a computer file,
determining how software applications can
store, read, and manipulate it. It defines the
data structure, specifications, and metadata,
ensuring programs can correctly process and
display information.
(i) What are the three basic color models?
Color models are mathematical
representations of colors used in digital
graphics, printing, and displays. The three most
common color models are RGB, CMY/CMYK,
and HSB/HSV.
1. RGB (Red, Green, Blue) Model
o Used in digital displays (monitors, TVs,
cameras).
CMY/CMYK (Cyan, Magenta, Yellow, Black)
Model
• Used in printing (printers, magazines, newspapers).
HSV/HSB (Hue, Saturation, Value/Brightness)
Model
Used in image editing, color selection, and
shading models.
(j) What is shading used for?
Shading is referred to as the implementation of
the illumination model at the pixel points or
polygon surfaces of the graphics objects.
Shading is primarily used in art and drawing to
create the illusion of depth, dimension, and
form by simulating light and shadow, making
objects appear three-dimensional and more
realistic.
(a) What is pixel?
The full form of the pixel is "Picture
Element." It is also known
as "PEL." Pixel is the smallest element
of an image on a computer display,
whether they are LCD or CRT monitors.
A screen is made up of a matrix of
thousands or millions of pixels. A pixel is
represented with a dot or a square on a
computer screen.
(b) What is frame buffer?
A frame buffer, a key intermediary
between the digital world and what we
see as visual output, is a fundamental
idea in computer graphics. An image's
pixel data is effectively stored in a
special section of memory inside a
computer or piece of graphics gear.
(c) Explain the disadvantage of DDА
algorithm.
DDA stands for Digital Differential
Analyzer. It is an incremental method of
scan conversion of line. In this method
calculation is performed at each step
but by using results of previous steps.
Disadvantage:
It involves floating point additions
rounding off is done.
Rounding off operations and floating
point operations consumes a lot of time.
It is more suitable for generating line
using the software. But it is less suited
for hardware implementation.
(d) Which is the basic input device in GUI?
The Input Devices are the hardware that is
used to transfer transfers input to the
computer. The data can be in the form of
text, graphics, sound, and text.
These Devices include:
Keyboard
Mouse
Trackball
Spaceball
Joystick
Light Pen
Digitizer
Touch Panels
Voice Recognition
Image Scanner
(e) Distinguish between window port
and viewport?
(f) What is Rotation?
Rotation:
It is a process of changing the angle of the
object. Rotation can be clockwise or
anticlockwise. For rotation, we have to
specify the angle of rotation and rotation
point. Rotation point is also called a pivot
point. It is print about which object is rotated.
Types of Rotation:
Anticlockwise
Counterclockwise
(g) What is Scan Line Algorithm?
Scan Line Algorithm
It is an image space algorithm. It processes
one line at a time rather than one pixel at a
time.
It uses the concept area of coherence. This
algorithm records edge list, active edge list.
So accurate bookkeeping is necessary. The
edge list or edge table contains the
coordinate of two endpoints.
(h) What is Shearing?
Shearing
It is change in the shape of the object. It is
also called as deformation. Change can be in
the x -direction or y -direction or both
directions in case of 2D. If shear occurs in
both directions, the object will be distorted.
But in 3D shear can occur in three directions.
Answer the Following questions
i. What is the Hidden-Line Removal
technique?
Hidden-Line Removal Technique
The Hidden-Line Removal (HLR) technique is
used in computer graphics to improve the
clarity of wireframe models by removing lines
that are not visible to the viewer.
In a 3D wireframe model, all edges of an object
are displayed, including those that are behind
or blocked by other parts of the object. This can
make the model confusing and difficult to
understand.
Purpose of Hidden-Line Removal:
When viewing a 3D object in wireframe mode, all
the edges (lines) of the object are visible,
including those that are behind or obscured by
other surfaces. HLR helps by:
Hiding the back-facing or occluded lines.
Making the wireframe look more realistic and
easier to interpret.
This technique is commonly used in:
CAD (Computer-Aided Design) software
Architectural and engineering visualizations
3D modeling tools for technical drawing
It is important to note that Hidden-Line Removal
is different from Hidden-Surface Removal,
which hides entire surfaces instead of just lines.
ii. What is an illumination model?
An illumination model in computer graphics is a
mathematical method used to simulate the
effects of light on surfaces in a 3D scene. It
helps determine the color and brightness of
each point on a surface based on light sources,
surface properties, and viewing direction.
The purpose of an illumination model is to
make 3D objects appear more realistic by
accurately representing how light interacts with
different materials.
There are three main components of light
considered in most illumination models:
Ambient Light:
Simulates indirect light that is scattered in the
environment.
Provides a base level of brightness to all
surfaces, even those not directly lit.
Diffuse Reflection:
Represents light that hits a rough surface and
scatters uniformly in all directions.
Follows Lambert’s Law, depending on the
angle between the light source and the surface
normal.
Specular Reflection:
Simulates shiny highlights caused by direct
reflection of light on smooth surfaces.
Depends on the angle between the viewer and
the reflection direction.
Modeled by the Phong reflection model or
Blinn-Phong model.
Illumination models are broadly classified
into:
Local Illumination: Considers only direct light
from sources (ignores shadows, reflections).
Global Illumination: Considers indirect light,
shadows, reflections, and refractions (more
realistic but computationally expensive).
Illumination models are used in shading
techniques like Flat, Gouraud, and Phong
shading to render realistic images in games,
simulations, and animations.
iii. What are the three main types of
animation techniques?
Animation
Animation refers to the movement on the screen
of the display device created by displaying a
sequence of still images. Animation is the
technique of designing, drawing, making layouts
and preparation of photographic series which
are integrated into the multimedia and gaming
products.
A person who creates animations is called
animator. He/she use various computer
technologies to capture the pictures and then to
animate these in the desired sequence.
There are three main types of animation
techniques commonly used in computer
graphics and multimedia:
Traditional (2D) Animation:
In this method, each frame of the animation is
hand-drawn or created in 2D space.
Earlier, it was done on paper or transparent
sheets, but now it is mostly done using 2D
animation software like Adobe Animate or Toon
Boom.
Common in cartoons and flat-style animations.
Example: Classic Disney movies like The Lion
King or Aladdin.
Computer-Generated (3D) Animation:
This technique uses 3D models created in a
virtual space.
Objects and characters are modeled, textured,
rigged, and animated using software like Blender,
Maya, or 3ds Max.
It gives realistic movement and depth, widely
used in movies, games, and simulations.
Example: Toy Story, Avatar, and most modern
animated films.
Stop-Motion Animation:
Physical objects or characters are manually
moved in small increments between individually
photographed frames.
When played in sequence, it creates the illusion
of motion.
Commonly used with clay models (called
claymation) or puppets.
Example: Wallace & Gromit, Coraline, The
Nightmare Before Christmas.
iv. What is Multimedia Architecture?
Multimedia Architecture refers to the framework
or structure that supports the integration,
processing, and presentation of various media
types such as text, images, audio, video, and
animation in a computer system or application.
It defines how different hardware and software
components work together to handle multimedia
data efficiently and in real-time.
Key Components of Multimedia Architecture:
1. Input/Output Devices:
o Used to capture and display media.
o Examples: Microphones, cameras, speakers, monitors,
and VR headsets.
2. Storage System:
o Multimedia files require large storage capacities.
o Data is stored in formats like MP3, MP4, JPEG, etc.
3. Processing Units (CPU/GPU):
o The CPU manages control operations and basic
processing.
o The GPU (Graphics Processing Unit) is optimized for
handling complex graphics and video rendering.
4. Software Components:
o Include media players, editing tools, codecs, and
operating system support for managing multimedia
content.
5. Data Compression and Decompression:
o Essential for reducing file size and enabling faster
transmission and playback.
oUses algorithms like JPEG (for images), MP3 (for audio),
and MPEG (for video).
6. Synchronization Mechanism:
o Ensures that different media types (like audio and video)
play in sync for a seamless user experience.
Purpose of Multimedia Architecture:
• To provide a systematic way to manage and deliver
multimedia content.
• To ensure efficient handling, playback, editing, and
transmission of multimedia files across platforms.
v. Explain refresh Cathode-ray Tube?
A Refresh Cathode-Ray Tube (CRT) is a type of display
device used in early computer graphics systems to
create images on a screen by using electron beams. It
works on the principle of electron emission and
phosphor glow.
Working Principle:
1. Electron Gun:
o Located at the back of the CRT, it emits a
stream of electrons (electron beam).
2. Deflection System:
o Uses electromagnetic or electrostatic fields
to control the direction of the electron beam.
o The beam is directed horizontally and vertically
to scan the screen.
3. Phosphor-coated Screen:
o The inner side of the screen is coated with
phosphor, which glows when hit by electrons,
producing light (usually white or color).
o The brightness of the glow depends on the
intensity of the electron beam.
4. Refreshing:
o The image on the screen fades quickly (in a
few milliseconds), so the electron beam must
continuously refresh (or redraw) the image by
scanning it repeatedly.
o This scanning is called a refresh cycle, and it
happens typically 30 to 60 times per second
(30–60 Hz).
Characteristics:
• Produces high-quality images and smooth motion.
• Limited by flickering if the refresh rate is too low.
• Requires more power and space compared to
modern flat displays.
• Was commonly used in vector and raster scan
systems.
Applications:
• Early computer monitors, oscilloscopes, and
television displays.
• Used in early graphics terminals for CAD and
gaming.
vi. Express Translation, Rotation and scaling
in homogenous coordinate system?
In the homogeneous coordinate system,
transformations like translation, rotation,
and scaling are represented using matrix
multiplication, which allows combining
multiple transformations efficiently.
Translation
It is the straight line movement of an object
from one position to another is called
Translation.
Here the object is positioned from one
coordinate location to another.
x1=x+Tx
y1=y+Ty
The translation pair (Tx,Ty) is called as shift
vector.
Translation is a movement of objects without
deformation. Every position or point is
translated by the same amount. When the
straight line is translated, then it will be
drawn using endpoints.
Matrix for Translation:
Rotation:
It is a process of changing the angle of the object.
Rotation can be clockwise or anticlockwise. For
rotation, we have to specify the angle of rotation
and rotation point.
Rotation point is also called a pivot point. It is
print about which object is rotated.
Types of Rotation:
Anticlockwise
Counterclockwise
Matrix for homogeneous co-ordinate rotation
(clockwise)
Matrix for homogeneous co-ordinate rotation
(anticlockwise)
Scaling:
It is used to alter or change the size of objects.
The change is done using scaling factors. There
are two scaling factors, i.e. Sx in x direction Sy in y-
direction.
If the original position is x and y. Scaling factors
are Sx and Sy then the value of coordinates after
scaling will be x1 and y1.
Matrix for Scaling:
vii. Define Clipping and its types.
Clipping is a technique used in computer graphics
& multimedia to restrict the rendering of objects
to defined regions , usually a viewport or a
designated area.
It helps optimize rendering by ensuring that only
the visible portion of the objects are displayed
improving performance and reducing unnecessary
computation.
Applications of Clipping
Rendering Optimization in 2D and 3D graphics.
GUI used to manage window content
Game Development
For creating objects using solid modeling.
For drawing operations.
Types of Clipping:
Point Clipping
Line Clipping
Area Clipping (Polygon)
Curve Clipping
Text Clipping
Exterior Clipping
1.Point Clipping
Checks if a point lies inside or outside the clipping
window.
Used in simple scenarios like scatter plots or
detecting whether a location is visible.
2.Line Clipping
Removes parts of lines that lie outside the
clipping window.
Popular algorithms:
Cohen-Sutherland Algorithm
Liang-Barsky Algorithm
Nicholl-Lee-Nicholl Algorithm
3.Polygon Clipping
Removes parts of a polygon that fall outside the
clipping window.
Complex because you might need to create new
polygons.
Popular algorithms:
Sutherland-Hodgman Algorithm (
Weiler-Atherton Algorithm (for concave or
complex polygons)
4. Curve Clipping
Similar to line clipping, but applied to curves like
Bézier or B-splines.
More complicated due to the nonlinear shape.
Often approximated using bounding boxes.
5. Text Clipping
Clipping applied to text characters.
Methods:
All-or-none string clipping: Entire text string is
either shown or clipped.
All-or-none character clipping: Individual
characters are clipped independently.
6. 3D Clipping
Extends 2D clipping into 3D space (volume
clipping).
Involves clipping against a 3D viewing frustum.
Used in 3D graphics and rendering pipelines.
viii. What is 2-D transformation in Computer
graphics?
2d Transformation in Computer Graphics is
utilized to modify the position, orientation, or size
of objects within a two-dimensional space. These
transformations involve applying mathematical
operations to the coordinates of points or vertices
in order to achieve the desired changes.
The fundamental geometrical 2d Transformation in
Computer Graphics include:
• Rotation
• Translation
• Scaling
Translation
It is the straight line movement of an object from one position
to another is called Translation.
Translation is a movement of objects without deformation.
Every position or point is translated by the same amount.
When the straight line is translated, then it will be drawn using
endpoints.
Matrix for Translation:
Rotation:
It is a process of changing the angle of the object. Rotation can
be clockwise or anticlockwise. For rotation, we have to specify
the angle of rotation and rotation point.
Rotation point is also called a pivot point. It is print about
which object is rotated.
Types of Rotation:
Anticlockwise
Counterclockwise
Matrix for homogeneous co-ordinate rotation (clockwise)
Matrix for homogeneous co-ordinate rotation (anticlockwise)
Scaling:
It is used to alter or change the size of objects. The change is
done using scaling factors. There are two scaling factors, i.e.
Sx in x direction Sy in y-direction.
Matrix for Scaling:
ix. Explain the storage architecture of
multimedia.