BCA-17-302 COMPUTER GRAPHICS
BCA V Semester
                                        Question Bank
Note: Examiner will be required to set Seven questions in all having two parts. Part I will have Question
Number 1 consisting of total 10 parts (short-answer type questions) covering the entire syllabus and will
carry 15 marks. In Part II, there will be Six questions. Examiner will set one and a half questions from
each Unit of the syllabus and each question will carry 15 marks. Question Number 1 will be compulsory.
In addition to compulsory question, student will have to attempt four more questions from Part II.
UNIT - I Graphics Primitives
Section 1: Graphics Primitives
    1. Introduction to Computer Graphics:
            o What is computer graphics? Discuss its importance in modern applications.
            o Explain the difference between raster scan and random scan systems.
    2. Basics of Graphics Systems:
            o Describe the basic components of a computer graphics system.
            o What are the different types of video display devices? Explain their working principles.
    3. Application Areas of Computer Graphics:
            o List and describe various application areas where computer graphics are extensively
               used.
            o How has computer graphics influenced the gaming industry?
    4. Overview of Graphics Systems:
            o Explain the architecture of a graphics system with a block diagram.
            o Compare and contrast raster scan systems with random scan systems.
    5. Video-Display Devices:
            o Explain the working of a Cathode Ray Tube (CRT) and its role in graphics systems.
            o Discuss the advantages and disadvantages of LCD and LED displays in graphics systems.
    6. Graphics Monitors and Workstations:
            o What are the key features of graphics monitors and workstations?
            o Discuss the importance of resolution and color depth in graphics monitors.
    7. Input Devices:
            o Describe various input devices used in computer graphics systems.
            o Explain the working of a light pen and its applications in computer graphics.
Section 2: Output Primitives
    1. Points and Lines:
            o What are output primitives in computer graphics? Discuss the significance of points and
               lines.
            o Explain the concept of line clipping and the algorithms used for it.
    2. Line Drawing Algorithms:
            o Describe the DDA (Digital Differential Analyzer) line drawing algorithm with an example.
            o Explain the Bresenham's line drawing algorithm. Why is it preferred over DDA?
    3. Mid-point Circle and Ellipse Algorithms:
            o   Write down the steps involved in the mid-point circle drawing algorithm.
            o   How is the mid-point ellipse algorithm different from the mid-point circle algorithm?
                Explain with examples.
   4. Filled Area Primitives:
             o What are filled area primitives in computer graphics? Discuss their significance.
             o Explain the scan line polygon fill algorithm with a diagram.
   5. Scan Line Polygon Fill Algorithm:
             o Write a step-by-step process of the scan line polygon fill algorithm.
             o What challenges are faced in polygon filling and how does the scan line algorithm
                address them?
   6. Boundary Fill Algorithm:
             o Explain the boundary fill algorithm. Provide a scenario where it would be preferred over
                flood fill.
             o Write a pseudo-code for the boundary fill algorithm.
   7. Flood Fill Algorithm:
             o Compare and contrast boundary fill and flood fill algorithms.
UNIT II: 2-D Geometrical Transforms and 2-D Viewing
   1. 2-D Geometrical Transforms:
             o Define and explain the purpose of 2-D geometrical transformations in computer
                graphics.
             o Derive the matrix representation for 2-D translation and provide an example.
             o How is scaling different from translation? Explain the concept with suitable examples.
             o What is homogeneous coordinates? Discuss its significance in computer graphics
                transformations.
             o Explain the steps involved in 2-D rotation about an arbitrary point.
             o Define reflection and shear transformations. Provide examples where each
                transformation might be used.
             o Discuss composite transformations. How can multiple transformations be combined into
                a single matrix?
             o Explain the transformation between coordinate systems. Why is it important in
                computer graphics?
   2. 2-D Viewing:
             o Explain the 2-D viewing pipeline and its components.
             o What is a viewing coordinate reference frame? How is it established?
             o Describe the window-to-viewport transformation. Why is it necessary?
             o Explain the Cohen-Sutherland line clipping algorithm. Provide an example to illustrate its
                working.
             o Discuss the Cyrus-Beck line clipping algorithm. How does it differ from the Cohen-
                Sutherland algorithm?
             o What is the Sutherland-Hodgman polygon clipping algorithm? Explain its significance in
                computer graphics.
UNIT III: 3-D Object Representation
   1. 3-D Object Representation:
             o Describe polygon surfaces and their role in 3-D object representation.
             o What are quadric surfaces? Explain with examples.
             o Discuss spline representation and its significance in computer graphics.
           o     Define Hermite curves. How are they constructed? Provide a mathematical
                 representation.
            o Compare and contrast Bezier curves and B-Spline curves. Discuss their applications.
            o How are Bezier surfaces and B-Spline surfaces generated? Explain with examples.
            o What are the basic illumination models in computer graphics? Discuss the components
                 of a Phong illumination model.
            o Explain various polygon-rendering methods used in 3-D object representation.
UNIT IV: 3-D Geometric Transformations and 3-D Viewing
    1. 3-D Geometric Transformations:
            o Discuss the process of 3-D translation. How is it different from 2-D translation?
            o Explain 3-D rotation about an arbitrary axis. Provide an example of its application.
            o What is 3-D scaling? How does it affect the shape of an object?
            o Define 3-D reflection and shear transformations. Provide examples of their use in
                 graphics.
            o Explain the concept of composite transformations in 3-D. How are they implemented?
            o Discuss the importance of transformation matrices in 3-D graphics.
    2. 3-D Viewing:
            o Explain the 3-D viewing pipeline and its significance in computer graphics.
            o What are viewing coordinates in 3-D graphics? How are they established?
            o Define view volume. How is it used in 3-D viewing?
            o Explain the general projection transforms used in 3-D graphics. Compare parallel and
                 perspective projections.
            o Discuss the methods of clipping in 3-D viewing. How do they differ from 2-D clipping
                 algorithms?
These questions are designed to test the understanding of both theoretical concepts and practical
applications in computer graphics, focusing on 2-D and 3-D transformations, viewing, and object
representation.