0% found this document useful (0 votes)
17 views12 pages

CG Question Bank

Uploaded by

emeraldcafune21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views12 pages

CG Question Bank

Uploaded by

emeraldcafune21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 12

K.S.R.

COLLEGE OF ENGINEERING, TIRUCHENGODE


(Autonomous)

Regulation – 2024
Year/Semester : IV Year/VII Semester Max Marks : 100
Branch : IT Duration : 3 Hr
Subject Code & : Date & :
Title Session

QUESTION BANK

Part A – (10 × 2 = 20 Marks)


Note to question paper setter:
Note to question paper setter:
 In each Unit At least Eight questions should be of Remembrance Level (K1) &
Understanding Level (K2) questions.

Q. UNIT 1 BL CO
No.
1. Present any simple anti-aliasing technique for inclined lines. K1 CO
1
2. Scan convert a line with end points at [(1,8),(5,1)] using any of the K1 CO
line drawing procedures of your choice. 1
3. List out the various Text clipping? K1 CO
1
4. Define Output Primitive K1 CO
1
5. What are the types of Clipping? K1 CO
1
6. List any four applications of line-drawing algorithms in computer K2 CO
graphics and name any two commonly used algorithms. 1
7. Define DDA and list out the disadvantages of DDA algorithm. K1 CO
1
8. Explain the difference between midpoint circle generating algorithm K2 CO
and Bresenham’s circle generating algorithm with suitable 1
examples.
9. Define view port and What is viewing transformation? K1 CO
1
10. Describe the role of two-dimensional geometric transformations in K2 CO
computer graphics, with examples for translation, scaling, and 1
rotation.
UNIT 2
1. Write short notes on active and passive transformations K1 CO
2
2. Distinguish between window port & view port. K1 CO
2
3. Distinguish between uniform scaling and differential scaling. K1 CO
2
4. What is the various representation schemes used in three K2 CO
dimensional objects
2
5. List out the various Text clipping. K1 CO
2
6. What space-partitioning representation K2 CO
2
7. State the matrix representation for Reflection about the X-axis and K2 CO
Y-axis. 2
8. Explain the difference between basic transformations and composite K2 CO
transformations with examples.
2
9. Describe the viewing coordinate reference frame and its importance K1 CO
in 2D viewing.
2
10. Explain how 2D viewing functions help in rendering a scene in the K1 CO
desired display area.
2
UNIT 3
1. Provide the matrix representation for 3D arbitrary fixed point K1 CO
scaling.
3
2. How to express the shearing operation as a sequence of basic K1 CO
transformations? Give examples. 3

3. List out the properties that are perceive in a light source K1 CO


3

4. What is RGB color model and how its represented? K2 CO


3

5. Write down the Skeleton of an event driven program using OpenGL K1 CO


3

6. Give the format OpenGL vertex command. K2 CO


3

7. What is the use of glPointSize() K2 CO


3

8. Describe the steps involved in 3D viewing transformation from world K2 CO


coordinates to screen coordinates 3

9. Compare the RGB and CMY color models in terms of their K1 CO


applications and characteristics. 3

10. Explain how virtual reality integrates 3D modeling, transformations, K1 CO


and rendering to create immersive environments. 3

UNIT 4
1. List out Various applications of multimedia. K1 CO
4
2. Compare Raster and Vector graphics types. K1 CO
4

3. List the general computer animation functions. K1 CO


4

4. State the steps in designing an animation sequence. K2 CO


4

5. Write down the features of any two computer animation languages K1 CO


4

6. List the advantages of using keyframe systems in animation. K2 CO


4

7. Explain the process of designing an animation sequence with an K2 CO


example. 4

8. Describe how raster animations differ from vector-based animations K2 CO


4

9. Explain how general computer animation functions are applied in K1 CO


creating a short animated scene. 4
10. Compare the use of scripting languages and graphical tools for K1 CO
motion specification. 4

UNIT 5
1. Define tone mapping in visualization and list its key purposes. K1 CO
5
2. List any five time-tested principles for creating good visual plots. K1 CO
5

3. State the difference between scalar data and vector data in K1 CO


scientific visualization. 5

4. List the various methods used for visualizing multidimensional data. K2 CO


5

5. Define color models and name any two used in graphics and K1 CO
visualization. 5

6. Explain how tone mapping helps in improving perception in visual K2 CO


displays. 5

7. Describe the steps involved in transforming raw data into a K2 CO


meaningful visual plot. 5

8. Explain the challenges of visualizing multidimensional data and how K2 CO


they can be addressed. 5

9. Compare scalar and vector data visualization methods with suitable K2 CO


examples. 5

10. Explain the importance of color selection in scientific visualization K2 CO


and its impact on perception. 5
Part B Question Bank

All questions should have at least two lines

Note to question paper setter: Don’t ask question in K1 level


For theory course
 Minimum 5 questions / unit
 In that Minimum 2 questions should have subdivision ( 8+8 or 10+6) for
R20
 In that Minimum 2 questions should have subdivision ( 7+6) ,( 8+5) for
R24

For analytics course


 minimum 8 questions / unit
 In that Minimum 3 questions should have subdivision ( 8+8 or 10+6) for
R20 (( Faculty can decide the no. of Sub division )
 In that Minimum 3 questions should have subdivision ( 7+6) ,( 8+5) for
R24 ( Faculty can decide the no. of Sub division )
Q. Unit -1 BL CO

Marks
No
.
1 i) Write and explain Bresenham’s line drawing algorithm and CO
trace the algorithm for the given points(2,1) to (10,12). 7 K3
1
ii List the advantages of Bresenham’s algorithm over DDA CO
algorithm over DDA algorithm 6 K2 1

2 i) Explain in detail on any two basic two dimensional geometric CO


transformations,. 7 K2 1

ii) Rotate the point P (2, –4) about the origin 30° in anti- CO
clockwise direction 6 K3 1

3 A Clipping window PQRS has left corner at (3,4) and upper


CO
right corner at(10,9). Find the section of the clipped lines 13 K3
AB[(2,11),(9,2)],CD[(1,4),(4,6)] and EF[(7,11),(11,7)] using 1
Liang Barsky line clipping algorithm.
4 Using midpoint circle drawing procedure,find the points on CO
the second octant(x>=y)of a circle with center at (3,3) and 13 K3 1
having a radius of 8 units.
5 Using Bresenhams circle drawing algorithm plot one CO
quadrant of a circle of radius 7 pixels with origin as centre. 13 K3 1
6 Explain about Bresenham’s circle generating algorithm. CO
13 K2 1

7 Write about Cohen-Sutherland’s line clipping algorithm CO


13 K3 1

8 Explain the working of DDA line drawing algorithm with the CO


Procedure and with an example. 13 K3 1

All questions should have at least two lines

Q. Unit -2 BL CO

Marks
No
.
1 i) Elaborate the concept of viewing pipeline. CO
7 K2
2
ii Explain Sutherland-Hodgeman algorithm for polygon CO
clipping. 6 K3
2
2 i) Derive the matrix representation of composite CO
transformation. 7 K3
2
ii) What are the stages involved in 2D viewing transformation CO
pipeline ? Explain briefly about each stage. 6 K2
2
3 Explain a method to rotate an object about an axis that is not CO
parallel to the co-ordinate axis with neat block diagram and 13 K3
2
derive the transformation matrix for the same.
4 Explain in detail the Cohen Sutherland line clipping algorithm CO
with an example. 13 K3
2
5 Explain in detail the basic 2D geometric transformations CO
(translation, rotation, scaling, reflection, and shear) along 13 K2
2
with their matrix representations
6 Explain about composite transformation in general and
explain the following with matrix representations: CO
i)Two successive translations,rotations,scaling. 13 K3
2
ii)General pivot point rotation.
iii)General fixed point scaling.
7 Explain on the following 2D transformations. 13 K3 CO
i)General Pivot point rotation
2
ii)General Fixed point Scaling
iii)Perform 45 degree rotation of a triangle A(90,0),B(1,1)and
C(5,3) about P(-1,1).
8 Describe other important transformations in 2D graphics,
CO
such as rotation about an arbitrary point, reflection about an 13 K4
arbitrary line, and shearing, explaining their derivations and 2
matrix representations.

All questions should have at least two lines

Q. Unit -3 BL CO

Marks
No
.
1 i) Derive the 3D transformation matrix for rotation, scaling and CO
translation about an arbitratary axis. 7 K3
3
ii Write short notes about viewing coordinates . CO
6 K2 3

2 i) Discuss about 3Dimensional display methods CO


7 K2 3

ii) Explain in detail about quadratic surfaces. CO


6 K2 3

3 Derive the 3D transformation matrix for rotation about an CO


Arbitrary axis and an arbitrary plane. 13 K3 3

4 Explain in detail about the three dimentional geometric and CO


modeling transformations. 13 K2 3

5 Explain RGB,CMY,YIQ and YUV color models and illustrate the CO


conversion between them. 13 K3 3

6 Explain the three dimensional concept with necessary 13 K2 CO


functions with an example of each.
3

7 Discuss the Three-Dimensional viewing pipeline in detail.


CO
Explain how the viewing coordinate system is established, 13 K3
describe projection transformations (parallel and 3
perspective), and illustrate the concept of a viewing volume.
8 Explain the concept of hidden surface elimination and why it
is necessary in 3D graphics rendering. Describe in detail at CO
least three algorithms (such as Z-buffer, Painter’s algorithm, 13 K3 3
and Scan-line algorithm), explaining their working principles,
advantages, disadvantages, and suitable applications .

All questions should have at least two lines

Q. Unit -4 BL CO

Marks
No
.
1 i) Discuss the computer animation techniques. CO
7 K2
4
ii Explain how 3D objects are drawn. CO
6 K2
4
2 i) Write a detailed note on procedural animation techniques CO
including particle systems, physics-based animation, and 7 K3 4
rule-based motion.
ii) Discuss their advantages in creating complex animations and
CO
give examples of their applications in movies, games, and 6 K3
simulations. 4

3 Illustrate how to specify object motions in animation system. 13 K4 CO


4
4 Explain the principles of animation such as squash and
stretch, anticipation, staging, timing, exaggeration, and CO
secondary action. Discuss how these principles are applied in 13 K4 4
computer-generated animations to create realistic and
visually appealing movement, with suitable examples.
5 Discuss the differences between raster animation and vector
CO
animation in terms of storage, performance, scalability, and 13 K2 4
rendering techniques.

6 Describe the process of motion capture and its role in CO


computer animation. Explain different motion capture 13 K3 4
techniques.
7 Explain the role of scripting and programming in computer
CO
animation. Discuss how scripting languages are used to 13 K3
automate animation sequences, control motion parameters, 4
and integrate interactivity.
8 Illustrate the procedure of how to represent an object in 3D CO
scene? 13 K3 4

All questions should have at least two lines

Q. Unit -5 BL CO
Marks

No
.
1 i) Discuss various visualization methods with suitable examples CO
7 K2
5
ii Explain data aspects and transformations in visualization, and illustrate their CO
importance. 6 K2 5

2 i) Analyze the time-tested principles for good visual plots and their impact on CO
interpretation. 7 K2 5
ii) Explain the concept of tone mapping. Discuss its applications CO
in HDR (High Dynamic Range) imaging 6 K2 5

3 Describe matters of perception in visualization and how CO


human visual limitations affect design 13 K4 5

4 Illustrate the techniques for visualizing multidimensional data. Give suitable CO


examples. 13 K3 5

5 Evaluate the importance of data transformations in achieving accurate and CO


meaningful visualizations 13 K5 5

6 Discuss how perceptual issues can mislead viewers in data visualization, CO


giving case studies. 13 K3 5

7 Evaluate the limitations and challenges in visualizing scalar and vector data, CO
and suggest solutions. 13 K5 5

8 Compare the efficiency of different tone mapping operators for HDR CO


imaging. 13 K4 5

Part C Question Bank

Should be Innovative, Apply & Analytical Questions only / Case


study may ask.
Maximum 8 Questions

Q. BL CO

Marks
No
.
1. As the lead graphics programmer, explain how you would design
and implement the core graphics system for this CAD application,
covering:
I. Choice of algorithms for drawing points, lines, circles, and
CO
ellipses with justification 13 K3
II. Process of loading data into the frame buffer and rendering 1
to the screen
III. Application of 2D transformations to road and park objects
IV. Clipping algorithms for restricting the view to a specific
window
2. Explain the transformation and viewing pipeline you would design
for this game, covering:
I. Matrix representations for each basic transformation CO
II. Steps for composite transformations in animation 13 K3
2
sequences
III. Viewing coordinate reference frame setup
IV. Window-to-viewport mapping for smooth scrolling
3. Describe how you would implement the graphics pipeline for A
GIS (Geographic Information System) company is building a map
visualization tool for displaying city maps with various zoom
levels addressing: CO
I. Matrix-based implementation of transformations 13 K3
2
II. Combining multiple transformations into a composite
matrix
III. Viewing coordinate reference frame definition
IV. Window-to-viewport transformation logic
4. A gaming studio is creating a 3D racing game. The system must:
 Represent cars, tracks, and environments using suitable 3D
object representation methods.
 Apply 3D geometric and modeling transformations for
movement, scaling, and rotation.
 Use hidden surface elimination to display only visible CO
elements. 13 K3
 Apply color models for realistic textures and materials. 3
Describe how you would implement this VR application, including
object representation choice, transformation workflow, viewing
configuration, hidden surface removal method, and color model
usage.
5. A gaming studio is creating a 3D racing game. The system must:
 Represent cars, tracks, and environments using suitable 3D
object representation methods.
 Apply 3D geometric and modeling transformations for
movement, scaling, and rotation.
 Implement 3D viewing with perspective projection for CO
realism. 13 K3
3
 Use hidden surface elimination to display only visible
elements
Explain the complete 3D graphics pipeline you would design for
this game, covering object representation, transformation
matrices, viewing setup, hidden surface algorithms, and color
model selection.
6. A game developer is building an interactive character animation
system. The system should:
 Follow proper animation sequence design for actions.
 Use computer animation languages to define behavior.
CO
 Implement raster animations for visual effects. 13 K3
 Create key frames for main poses. 4
 Apply motion specifications for realistic movement.
Describe the approach you would use to develop this animation
system, including sequence planning, animation language usage,
raster animation, key frame creation, and motion control.
7. A film studio is creating a 2D animated short film. The system
must:
 Plan scenes using animation sequence design.
 Implement general computer animation functions for
controlling playback.
 Use raster animation techniques for background CO
movement. 13 K3
4
 Apply key frame systems for character motion.
 Define motion specifications for smooth transitions.
Explain how you would design and implement the animation
pipeline for this project, covering sequence design, animation
functions, raster techniques, key frames, and motion
specifications.
8. Discuss how you would design the visualization system for this
dashboard, addressing:
I. Data aspects and transformations needed CO
II. Choice of visualization methods for scalar and vector data 13 K3
5
III. Application of time-tested principles for good visual plots
IV. Tone mapping and color selection strategies for
accessibility

You might also like