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.