0% found this document useful (0 votes)
11 views3 pages

CGV Module 2 QB

The document outlines various activities and questions related to Computer Graphics and Visualization, focusing on input devices, OpenGL programming, and geometric transformations. It includes tasks such as identifying device characteristics, designing video games with multiple input modes, and creating OpenGL programs for specific scenarios. Additionally, it addresses concepts like affine transformations, homogeneous coordinates, and the use of display lists in OpenGL.

Uploaded by

vgamce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
11 views3 pages

CGV Module 2 QB

The document outlines various activities and questions related to Computer Graphics and Visualization, focusing on input devices, OpenGL programming, and geometric transformations. It includes tasks such as identifying device characteristics, designing video games with multiple input modes, and creating OpenGL programs for specific scenarios. Additionally, it addresses concepts like affine transformations, homogeneous coordinates, and the use of display lists in OpenGL.

Uploaded by

vgamce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Computer Graphics and Visualization (18CS602)

Module II activity
Qn. no Blooms
Questions level
1. Identify the logical behavior of the following physical i np u t devices. And briefly
discuss their logical and physical characteristics.
a. Mouse
b. Keyboard
c. Trackball L3
d. Data tablet
e. Lightpen
f. Spaceball
2. Assume that you are designing a video game using more than three input devices.
Which input mode you are going to incorporate into it and highlight its characteristics. L3
Also discuss the features of other input modes.
3. Consider that you are creating a simple animated human face, Identify and apply the
suitable technique for its creation and also list the OpenGL functions supporting it. L4
4. Analyze the given scenario and write a code snippet for each of the scenario by
applying the suitable callback functions.
a. Assume the object displayed on the window is a polygon, clicking mouse left
button should change the color of the polygon to red, right click should change
the color of the display to blue. Middle button should exit the program.

b. The program has to take the input from the keyboard such that on entering S,
the program should be able to display Square and the Key T to display the
Triangle. Q should quit the program.
L6
c. The objects are displayed on a window size of 500 * 500 through the input
given by the Keyboard ( Consider the Question b), if the window is resized by
pulling one of the corner of the window.

d. Draw the square for right mouse click and size of the square should be changed
with right mouse click and terminate the program with keyboard input, and in
the idle time the square should keep drawing square.

5. Design an OpenGL Program for the given scenario using the hierarchical menus.
Create a menu to display Point , Line and a Polygon and by giving them the options to
display the geometric objects in various colors like Red, Green, Blue, Yellow, Purple. L6
6. Propose a suitable technique here to select the left arm of the robot. Design a OpenGL
program for the same and highlight the openGL functions that would be used here.
Also discuss on other techniques that are available to achieve this

L4

7. Consider you are representing a primitive in an affine space. Highlight the importance
of the following in the given scenario.
a. Lines,
b. Affine sums, L4
c. Convexity
d. planes
8. Suppose a vector W can be represented in a plane defined by basis v1, v2 and v3.
Show that how the same vector can be represented with basis u1,u2 and u3. L4

9. Given a vector W with representation aT=(1 2 3) and basis vectors to be v1, v2, v3.
Findthe representation to define the vector W to basis vectors u1, u2, u3. L6
Prove that homogeneous coordinates avoids the difficulties posed by three dimensional
10.
representation of points and vectors and also outline the advantages of homogeneous
co-ordinates. L5
Suppose an object can we defined using 36 primitives, Is there any data structure that
11.
can hold the information of all the primitives used for the definition and that maintains
the relationship between the primitives(avoiding to define primitives each and every L4
time of its usage). If so discuss its working and advantages.
12. The color of the cube can be defined using 60 OpenGL calls by using glBegin, glEnd()
and glColor(), glVertex(). Is there any technique that reduces the number of OpenGL
L4
calls for the given scenario? If so discuss the technique by highlighting the functions
used for it .
13. Consider that cube needs to be filled with color (polygon filling), Apply the
appropriate technique to fill the color and also highlight its importance. L4
14. Show that how representation of vectors can be changed from one basis to another
basis using affine transformations and homogeneous co-ordinates. L3
15. An object is defined at the location (x1, y1) in a given frame. Identify the
transformation required to move the same object to new location (x2, y2) in the same
frame and also discuss about the basic transformations that can be applied on L4
geometric.
Programs
1. Design a OpenGL program to generate a blue color square using Display List. Highlight
the importance of display lists. L6
2. Write a program to draw a rotating square. L6
3. Design an interactive program by employing the pop-up menus (menus and submenus)
L6
provided by GLUT.
4. Design an OpenGL program to demonstrate the hierarchical menus, to draw a rectangle
L6
and to increase or decrease the size of the rectangle.
5. Write an OpenGL program To draw a color cube and spin it using OpenGL
L6
transformation matrices

You might also like