Computer Graphics – FAQ
Short Questions
1 What is computer graphics?
Computer Graphics is a field of computer science that deals with creating, manipulating, and
displaying visual content using computers. It involves generating images, animations, and
visual effects through programming and specialized software or hardware.
2 Give the full forms of the following: (A) LED (B) LCD.
(A) LED – Light Emitting Diode
(B) LCD – Liquid Crystal Display
3 What is the need of homogeneous coordinates?
Homogeneous coordinates are used in computer graphics to make geometric
transformations (like translation, rotation, scaling, etc.) easier and more consistent,
especially when working with matrices.
4 What is text clipping?
Text clipping is a technique used in computer graphics to determine which part of the text
should be displayed and which part should be hidden when the text goes outside a specified
boundary or area.
5 What are the disadvantages of DDA algorithm?
Floating-point calculations:
Rounding errors:
Less efficient for real-time graphics:
Not suitable for all slopes:
6 List out properties of bezier curve.
Starts at the first control point and ends at the last.
Lies within the convex hull of its control points.
Shape is controlled by all control points.
Curve is smooth and continuous.
7 What is projection?
Projection in computer graphics is the method of converting 3D objects into a 2D view
8 What is transformation?
Transformation in computer graphics refers to the process of changing the position, size,
orientation, or shape of objects using mathematical operations.
9 List out application of computer graphics.
Video Games: Used for creating 2D and 3D environments, animations, and game models.
Movies: Used for visual effects (VFX) and 3D animation in film production.
Education: Used for simulations and interactive learning tools.
User Interfaces: Involves designing interactive elements like buttons, icons, and menus in
software.
10 What is shearing?
Shearing makes an object look like it's slanted or tilted, without changing its overall size.
11 Write any two advantages of computer graphics.
Improved Visualization: Helps in creating realistic and detailed visuals for better
understanding.
Interactivity: Enables the development of interactive applications like games and
simulations.
12 What is a flat panel display?
A flat panel display is a thin, lightweight display screen commonly used in devices like TVs,
computer monitors, and smartphones.
13 What is a raster scan display?
A raster scan display is a type of display technology where the screen is drawn line by line
from top to bottom, one pixel at a time, in a raster pattern.
14 What is 3D viewing transformation?
3D Viewing Transformation refers to the process of transforming a 3D scene (with objects in
three-dimensional space) into a 2D image that can be displayed on a screen.
Long Questions
1 What is Computer Graphics? Advantages of computer graphics.
Computer Graphics is the field of computer science that involves creating, manipulating, and
displaying visual content using computers. This includes creating images, animations, 3D
models, and visual effects using specialized hardware and software tools.
Advantages:
Better Visualization: Helps create clear and realistic images for better understanding.
Interactivity: Allows users to interact with graphics, like in games or apps.
Faster Communication: Easily conveys information through images or animations.
Saves Time: Automates complex tasks, such as design and modeling.
2 Explain the working of CRT with Suitable diagram.
The CRT works by generating a focused beam of electrons, steering this beam across a
phosphorescent screen using electric fields, and causing the phosphor to glow at the points
where the beam strikes, thereby creating a visible image or trace. The intensity of the image
is controlled by the electron beam current, and the position of the image is controlled by
the deflection voltages.
3 Write the differences between Random Scan display and Raster scan Display.
Feature Random Scan Display Raster Scan Display
Type of
Vector graphics (lines, curves) Raster graphics (images, pictures)
Graphics
Scanning Draws directly from point to
Scans pixel by pixel, line by line
Method point
Resolution High for line-based images Defined by screen's pixel count
Speed Faster for simple lines Faster for images but slower for lines
Limited (mostly
Color Support Full color support (RGB)
monochrome)
Older vector displays (e.g., Modern displays (e.g., TVs, monitors,
Used In
CAD) smartphones)
4 Write a short note on Light Emitting Diodes (LED). OR Write a short note on Liquid
Crystal Display (LCD).
Light Emitting Diodes (LEDs) are semiconductor light sources that emit light when current
flows through them. At their core is a p-n junction diode. When a voltage is applied in the
forward direction, electrons from the n-type material recombine with holes from the p-type
material at the junction. This recombination process releases energy in the form of photons,
which we perceive as light.
The color of the light emitted depends on the semiconductor material.
5 Explain the Vector scan/Random scan display.
A Vector Scan Display (also called Random Scan Display) is a type of display system used for
rendering line-based images, such as vector graphics (lines, curves, and shapes), rather than
full images composed of pixels.
A Vector Scan Display works by drawing lines directly on the screen, making it ideal for
vector graphics but not for complex image rendering. It’s fast for line-based graphics.
6 Write a short note on Flat Panel Display.
Flat Panel Displays (FPDs) have revolutionized how we view electronic information,
replacing bulky Cathode Ray Tube (CRT) monitors and televisions with thin, lightweight
screens. These displays utilize various technologies to create images, offering significant
advantages in terms of size, weight, power consumption, and often, image quality.
Unlike CRTs that use an electron beam to illuminate a phosphor screen, FPDs employ
different mechanisms to generate light or control light transmission.
Write a short note on Boundary fill Algorithm. OR Explain the Bresenham’s line drawing
algorithm.
Boundary Fill Algorithm
The Boundary Fill Algorithm is a flood fill algorithm used in computer graphics to fill an
enclosed area with a specified color. It works by starting from a given point inside the
boundary and spreading outwards, replacing the current color with the filling color until it
reaches the boundary of the area.
Working Principle:
1. Start Point: The algorithm begins at a starting pixel inside the area to be filled.
2. Flooding: The algorithm replaces the color of the current pixel with the new fill color.
3. Recursive or Stack-based: It moves in all four directions from the current pixel and
checks whether the pixel is within the boundary and has the old color. If so, the
algorithm proceeds with filling.
4. Boundary Detection: The algorithm stops filling when it reach to the boundary pixel,
which has a different color than the one being filled.
Bresenham’s Line Drawing Algorithm
Bresenham’s Line Drawing Algorithm is an efficient algorithm used in computer graphics to
draw lines on a grid (e.g., pixels on a screen).
It determines the closest pixel to the theoretical line and uses integer math, which makes it
faster than other line-drawing algorithms.
8 Illustrate the midpoint circle drawing algorithm with suitable diagrams. OR Give detail
description of midpoint ellipse drawing algorithm.
Midpoint Circle Drawing Algorithm
The Midpoint Circle Drawing Algorithm is used to draw a circle on a raster grid (e.g., pixels
on a computer screen). It is an efficient algorithm that uses integer arithmetic to determine
the points of a circle. This algorithm is based on the midpoint principle, which means it
determines whether the next point should lie inside or outside the ideal circle.
Midpoint Ellipse Drawing Algorithm
The Midpoint Ellipse Drawing Algorithm is similar to the circle drawing algorithm, but it is
designed for ellipses. This algorithm also uses integer arithmetic and is efficient for raster-
based displays. The difference is that an ellipse has two different radii, rx (horizontal) and ry
(vertical), which affect the way the points are plotted.
9 Devise and discuss the way to fill the polygon using scan line polygon filling algorithm.
Scan-Line Polygon Filling Algorithm
The Scan-Line Polygon Filling Algorithm is an efficient algorithm used for filling polygons in
computer graphics. It works by processing the polygon row by row (scan line by scan line),
identifying intersections of the polygon edges with each scan line, and filling the pixels
between the intersections.
Basic Concept:
The basic idea is to traverse each horizontal line (scan line) of the display and identify the
points of intersection of the polygon's edges with the scan line. These intersections are used
to determine the segments that need to be filled.
10 Describe the DDA line drawing algorithm.
The Digital Differential Analyzer (DDA) Line Drawing Algorithm is one of the simplest and
most widely used algorithms in computer graphics for drawing straight lines between two
points on a raster grid (like pixels on a screen). It is based on incrementally calculating either
the x or y coordinate of a point on the line and using it to determine the next point.
The DDA algorithm is based on the idea of determining the difference between the start
and end points and then incrementing either the x or y coordinate at each step, depending
on the slope of the line.
11 Write and explain the flood fill algorithm.
The Flood Fill Algorithm is a well-known algorithm in computer graphics that is used to fill a
closed area or region with a color. It is commonly used in tasks like filling the interior of
polygons or coloring regions in images. The algorithm starts from a seed point inside the
region and fills all the connected pixels with the same color.
The flood fill algorithm can be implemented in different ways, and there are two common
methods:
1. Four-way Flood Fill (4-connected).
2. Eight-way Flood Fill (8-connected).
The basic idea is to fill the region with a color by examining neighboring pixels and
recursively or iteratively filling them.
12 Write short note on 2D Rotation. OR Write short note on 2D Reflection.
2D Rotation (Short Note)
2D Rotation means turning a shape around a fixed point, usually the center or origin. The
shape keeps its size and shape but changes its direction. It can rotate clockwise or anti-
clockwise.
Example: Like rotating a photo on your phone screen.
✅ 2D Reflection (Short Note)
2D Reflection means flipping a shape over a line, like looking at it in a mirror. The shape
looks the same but faces the opposite direction.
Example: Like seeing your reflection in a mirror — same shape, but reversed.
13 What is homogeneous coordinate? Why is it required?
Homogeneous coordinate is a system used in computer graphics to represent points in
space using an extra coordinate.
For 2D, a point (x, y) becomes (x, y, 1) in homogeneous form.
✅ Why is it required?
It allows us to perform all transformations (like translation, rotation, scaling, etc.)
using matrix multiplication.
Makes it easy to combine multiple transformations into one.
Helps in performing projections in 3D graphics.
14 Explain Liang-Barsky line clipping algorithm.
The Liang-Barsky line clipping algorithm is an efficient algorithm used in computer graphics
to determine which part of a line segment lies inside a given rectangular clipping window. It
is considered more efficient than the Cohen-Sutherland algorithm because it performs more
tests before calculating actual intersection points. The algorithm utilizes the parametric
equation of a line and the inequalities defining the clipping window.
15 Explain Cohen -Sutherland line clipping algorithm. OR Explain Nicholl-Lee-Nicholl Line
Clipping.
The Cohen-Sutherland line clipping algorithm is a classic and widely used algorithm for
clipping line segments against a rectangular clipping window. It efficiently determines
whether a line lies entirely inside, entirely outside, or partially inside the window.
The algorithm works by first assigning a 4-bit region code to each endpoint of the line
segment.
Nicholl-Lee-Nicholl Line Clipping: A Short Note
The Nicholl-Lee-Nicholl (NLN) line clipping algorithm is another efficient algorithm for
clipping line segments against a rectangular clipping window. It aims to reduce the number
of times a line segment is clipped compared to algorithms like Cohen-Sutherland.
The NLN algorithm works by considering the location of one endpoint of the line segment
relative to the clipping window.
16 Explain Window to Viewport transformation. OR Explain the clipping operations.
Window to Viewport Transformation (Paragraph Form)
Window to viewport transformation is the process of converting coordinates from the world
coordinate system (called the window) to the screen coordinate system (called the
viewport). In computer graphics, the window represents the portion of the scene selected
for display, and the viewport is the area on the screen where this portion will be shown. This
transformation is important because it helps to fit the selected part of the image or object
into the available screen space.
Clipping Operations (Paragraph Form)
Clipping in computer graphics refers to the process of removing or "cutting" parts of a
picture or object that lie outside a selected region, known as the clipping window. Anything
inside the window is displayed, and anything outside is not shown. There are different types
of clipping, such as point clipping, line clipping, polygon clipping, text clipping, and curve
clipping.
17 Explain the 2D transformations. OR What is shearing? Explain with an example.
2D Transformations
2D transformations in computer graphics are used to change the position, size, orientation,
or shape of objects in a two-dimensional space. The most common 2D transformations
include translation, scaling, rotation, reflection, and shearing.
Translation moves an object from one location to another.
Scaling changes the size of the object.
Rotation turns the object around a fixed point.
Shearing
Shearing is a type of 2D transformation that distorts the shape of an object by shifting its
points in a particular direction. It changes the shape but not the area of the object. Shearing
can be done in the x-direction, y-direction, or both.
For example, in x-shear, the top of a rectangle may shift to the right while the bottom stays
in place, making the sides slanted.
18 Give details description of Bezier Curve. OR Explain Parametric and geometric
continuity. OR Write a short note on Hermit Interpolation.
Bezier Curve
A Bezier curve is a smooth and flexible curve widely used in computer graphics, animation,
and design. It is defined using a set of control points. The curve starts at the first control
point and ends at the last control point. The shape of the curve is influenced by the
intermediate points, but the curve does not usually pass through them. The most common
types are quadratic Bezier curve (3 points) and cubic Bezier curve (4 points).
Parametric and Geometric Continuity
Parametric Continuity (Cⁿ) means the continuity of the curve’s parameter (position,
speed, acceleration, etc.). For example, C¹ continuity means the direction of the
curve is continuous (no sharp corners).
Geometric Continuity (Gⁿ) is less strict and only checks the shape or appearance of
the curve. For example, G¹ continuity means the curves join smoothly but may have
different speeds.
Hermite Interpolation (Short Note)
Hermite interpolation is a technique used to create smooth curves between points. Unlike
regular interpolation, Hermite interpolation uses both the positions and the slopes
(tangents) at the endpoints to draw the curve. This makes the curve more accurate and
smooth, especially when you want to control the shape or direction at the start and end
points.
19 Write basic geometry properties of B-Spline curve. OR List out applications of
parametric cubic curve.
Key properties of B-spline curves include:
Local control: Moving one control point affects only a part of the curve.
Flexibility: B-splines can represent complex and smooth shapes.
Non-interpolating: The curve stays inside the area formed by the control points.
Continuity: They provide smooth transitions between curve segments, depending on
the degree of the curve.
Applications of Parametric Cubic Curve
Computer-aided design (CAD) for drawing smooth curves and shapes.
Animation paths in 2D and 3D graphics.
Font design and typography (for smooth letter shapes).
Object modeling in games and movies.
Motion control in robotics and simulations.
20 Write down short note on Depth Cueing.
Depth cueing is a technique used in computer graphics to simulate the effect of depth in a
scene, making objects appear closer or farther away based on their distance from the
viewer. This technique is often used to enhance the sense of realism in 3D rendering. The
basic idea is to alter the color, brightness, or transparency of objects depending on their
depth.
Depth cueing helps in creating a sense of depth perception without relying on complex
lighting or shading.
21 Differentiate between interpolation spline and approximation spline. OR Differentiate:
Parallel vs. perspective projection.
Here are the differences in short and clear paragraph form, perfect for exams:
✅ Interpolation Spline vs Approximation Spline
An interpolation spline is a type of curve that passes exactly through all the given control
points. It is used when the curve must match the data points precisely. For example, in data
plotting or graphing, interpolation is important.
An approximation spline, on the other hand, does not pass through all control points.
Instead, it creates a smooth curve that is influenced by the points. It is useful in computer
graphics and modeling where smoothness is more important than exact fit, like in B-spline
curves.
✅ Parallel Projection vs Perspective Projection
In parallel projection, all projection lines are parallel to each other and do not meet. This
means the size and shape of objects stay the same, no matter how far they are from the
viewer. It is used in engineering drawings and CAD.
In perspective projection, the projection lines converge at a point (the viewer’s eye or
camera), making objects appear smaller as they move farther away. This creates a realistic
3D effect and is used in games, simulations, and visual effects.
22 Define: 3D viewing transformation. OR Explain 3D Translation. OR Write a short note
on 3D reflection.
✅ 3D Viewing Transformation (Short Note)
3D viewing transformation is the process of converting 3D objects from world coordinates
to 2D screen coordinates for display. It involves several steps like modeling transformation,
viewing transformation, projection, and viewport transformation. These steps help in
positioning the camera, selecting what part of the 3D scene to display, and projecting it onto
a 2D screen in a realistic or technical way.
✅ 3D Translation (Short Note)
3D translation is a process of moving an object from one position to another in 3D space. It
is done by adding values to the object’s x, y, and z coordinates. The shape and size of the
object remain the same—only its position changes. For example, shifting a 3D cube 5 units
to the right, 3 units up, and 2 units forward is a 3D translation.
✅ 3D Reflection (Short Note)
3D reflection is the process of creating a mirror image of a 3D object with respect to a plane
(like XY, YZ, or XZ plane). It is used to flip an object in 3D space. For example, reflecting an
object over the XY-plane will invert its Z-coordinate. 3D reflection is useful in modeling
symmetrical objects and in animations.
23 What is projection? List out various types of projection.
In computer graphics, projection is the process of converting 3D objects into a 2D view on
the screen. It helps us visualize 3D scenes from a particular viewpoint by mapping 3D
coordinates to 2D coordinates. Projection is essential for displaying 3D models on 2D
devices like monitors or paper.
Sure! Here's the list-only format:
✅ Types of Projection:
1. Parallel Projection
o Orthographic Projection
o Oblique Projection
2. Perspective Projection
24 Describe scaling in 3D transformations
Same as 22
25 Compare perspective and parallel projection. Briefly explain different types of parallel
projections.
✅ Comparison: Perspective vs Parallel Projection
Feature Perspective Projection Parallel Projection
Projection Lines Converge at a point Remain parallel
Realism Looks realistic (3D effect) Looks flat (no depth)
Size with Distance Objects appear smaller when farther Size remains the same
Use Used in games, simulations Used in engineering, CAD
✅ Types of Parallel Projections:
1. Orthographic Projection
o Projection lines are perpendicular to the projection plane.
o Used for front, top, and side views (like in engineering drawings).
2. Oblique Projection
o Projection lines are at an angle other than 90° to the projection plane.
o Shows more than one face of the object (e.g., front and side).