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Computer Graphics Transformation Techniques

This document contains 20 questions related to computer graphics and animation topics. Some of the questions ask about transformation matrices, algorithms for visible surface detection, interpolation methods used in animation, and controlling animation. Methods mentioned include depth buffer, depth sort, scan line, octree, and specifying animation through key frames or goal-directed systems.

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0% found this document useful (0 votes)
178 views4 pages

Computer Graphics Transformation Techniques

This document contains 20 questions related to computer graphics and animation topics. Some of the questions ask about transformation matrices, algorithms for visible surface detection, interpolation methods used in animation, and controlling animation. Methods mentioned include depth buffer, depth sort, scan line, octree, and specifying animation through key frames or goal-directed systems.

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7killers4u
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Sub:- Computer Graphics

MID-II

faculty: [Link]

IVCSE

1. Consider a line for the origin of a right-handed coordinate system to the point p{ x,y,z}. Find the transformation matrix needed to rotate the line in to the positive z-axis. Follow the below mentioned sequence to achieve the desired transformation matrix: (a)rotate about the y-axis into the(y,z) plane, (b)then rotate about the y- axis into the z-axis. [Link] an algorithm to that would test a given plane surface against a rectangular area to decide whether it is a surrounding, overlapping, inside or outside surface. (b)distinguish depth-sort and z-buffer algorithms. [Link] the steps involved in transforming a sphere into a specified polyhedron [Link] an axis of rotation L be specified by a direction vector V and location point P. Find a transformation for a rotation of 0 about L. 5.(A) distinguish between object_space and image space methods of visible surface detection algorithms. Give examples to each. (b)given points P1(1,2,0),P2(3,6,20) and a view point c(0,0,10) obscure the others when viewed from C. 6.(a)list and explain about the steps of animation. (B) what are the various types of interpolation used in animation.
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7.(a)list the algorithms which are suitable for line clipping hen the clipping polygon is non-rectangular window. (b) explain about the following categories of lines with respect to rectangular clipping window. I. Completely visible Ii. Clipping-candidate [Link] invisible.

8.(A)discuss about the scan line method for visible surface detection. (B) compare and contrast depth-buffer and depth-sort methods.

9. Describe in detail about the methods of controlling animation. 10. explain the procedure to clip three-dimensional planes against a regular parallelepiped by extending SutherlandHodgeman algorithm for polygon clipping. 11.(A) explain the depth-buffer (z-buffer)algorithm for hidden surface removal (B) explain the procedure to compute the z-values in two successive scan lines. 12.;(A) explain how the linear interpolation is implemented when the key-frame position of an object are given
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(B) describe linear list notation of animation languages. [Link] the transformation Av which aligns a given vector V with the vector K along the positive z-axis. 14.(A)distinguish between object-space and image space methods of visible surface detection algorithms. give examples for each. (B)given points P(1,2,0) , P(3,6,20) P(2,4,6) and a view point C(0,0,-10), determine which points obscure the others when viewed from C. 15.(A)explain how the simple animation effects are achieved by look-up table entries. (B)give a brief note about graphical languages for animation. [Link] the plane parameters A,B,C and for all surfaces of an object , explain the procedure to determine whether any specified point is inside or outside the object. [Link] the matrix for mirror reflection with respect to the plane passing through the origin and having a normal vector whose direction is N=I+J+K. 18.(a)explain about the octree method for visible surface detection. (B)write an algorithm for back-face detection using a perspective projection to view visible faces of a convex polyhedron.

19. Describe in detail about the methods of controlling animation. 20.(A)explain how the acceleration effects are simulated in key frame systems. (B)give a brief note about I. Direct motion specification and Ii. Goal-directed systems.

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