1.
Give advantages and disadvantages of using back-face culling and A-buffer
methods. Provide an algorithm for back-face detection.
2. Explain the A-buffer technique for hidden surface removal. Compare it with Z-
buffer and scanline methods for transparency.
3. How do multiple light sources with both diffuse and specular components enhance
realism in rendered objects?
4. How do transparency and shadows interact in lighting models to improve depth and
realism in 3D graphics?
5. Compare flat shading, Gouraud shading, and Phong shading with respect to
computation and image quality.
6. Describe how a color interpolation is performed in Gouraud shading. What are the
drawbacks of this approach?
7. Differentiate between local and global illumination. Give examples of models that
implement each.
8. In a given scene, a transparent cube is rendered in front of a light-emitting sphere.
What challenges arise in computing shadows and transparency correctly?
9. If we assign static colors to scene surfaces, why is lighting simulation still crucial in
rendering pipelines?
10.Write a brief note on color models and their role in rendering, including the
interaction of lighting and color spaces.
11.Define the concept of 'rendering pipeline'. What are the stages and where does
projection fit in?
12.A line segment starts at point A(3, 5) and ends at B (9, 10). Apply translation with tx
= 2 and ty = 3. What are the new coordinates?
13.A 3D object is rotated 90° about the Y-axis. Explain the visual impact of this
transformation on the object’s position in world space.
14.A square defined by points (2,2), (6,2), (6,6), (2,6) is scaled by a factor of 0.5 in
both X and Y directions. Find the new vertices.
15.A triangle with vertices A(1,1), B(5,1), C(3,4) is reflected about the X-axis. Find the
transformed triangle coordinates.
16.Apply the Midpoint Circle Algorithm to plot a circle with a radius of 10 units
centered at the origin. Explain how this algorithm ensures pixel accuracy and
compare it with other circle drawing algorithms in terms of performance.
17.Calculate value of pixels which is scan converted by DDA algorithm and endpoint
of line is (5, 4) and (2, 0).
18.Write an algorithm for the Cohen-Sutherland line clipping algorithm. Compare this
algorithm with the Liang-Barsky line clipping algorithm, focusing on efficiency,
ease of implementation, and the types of clipping problems each method handles
best.
19.Discuss Weiler and Atherton and Sutherland Hodgeman for clipping buffer
polygons, and analyze the trade-offs between these two methods in terms of
complexity and output accuracy.
20.Evaluate how combined diffuse and specular reflections from multiple light sources
influence the realism of a rendered 3D object. How do these reflections interact in
different lighting scenarios?
21.Relate the concepts of transparency and shadow generation in illumination models.
How do these properties affect the final rendering of scenes containing overlapping
or translucent objects?
22.Write a short note on color considerations in rendering. How do color models and
intensity attenuation interact with illumination models to affect the final output in a
3D scene?
23.Analyze the impact of applying a perspective projection to a point on the view plane
z = -0.6, considering the center of projection at the origin. How does the
transformation relate to the overall view volume and object visibility?
24.Compare the strengths and limitations of the back-face culling technique and the A-
buffer algorithm used for hidden surface removal. Additionally, describe the back-
face culling algorithm step by step, and explain how it is utilized in real-time
rendering systems to minimize computational load during scene processing.
25. Derive the perspective projection matrix for projecting a 3D object onto a viewing
plane defined by z = d, assuming the center of projection lies at the origin. Discuss
the impact of this transformation on the object's apparent shape and depth from the
viewer’s perspective.