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1. Write about the following: (a) Sutherland-Hodgman clipping (b) Cohen-suther land clipping. 2.

(a) Explain with neat diagram, the working of DVST. (b) Using the mid point ellipse algorithm, explain how the ellipses are drawn. 3. Find the normalization transformation that maps a window whose lower left corner is at (1,1) and upper right corner is at (3,5) onto (a) a view port that is the entire normalized device screen and (b) a view port that has the lower left corner at (0,0) and upper right corner at (1/2,1/2). 4. Explain window to view port transformation. Derive the transformation matrro. 5. (a) Write the general form of the matrix for rotation about a point P (h, k) (10) (b) Perform a 450 rotation of triangle A (0,0), B (1,1), C (5,2). i. About the origin ii. About the point P (-1, -1) 6. Explain about the following: (a) B-spline method (b) Raster graphics architecture. 7. (a) Write the tranformation matrix to rotate a point (x,y,z) about Z axis through an angle q in the clockwise direction. (b) Explain about projection in 3-D . 8. Explain window to view port transformation. Derive the transformation matrix. 9. Write about the following: (a) Sutherland-Hodgman clipping (b) Cohen-suther land clipping. 10.Derive Bresenham.s algorithm for line with slope magnitudes in detail 11.Explain Two dimensional scaling and translation with an example 12.Explain Cohen sutherland line clipping algorithm in detail 13. At R be Rectangular window whose lower left head corner is at L(-3,1) and upper right head corner is at R(2,6). Find the region codes for the endpoints A(-4,2),B(-1,7), C(-1,5),D(3,8),G(1,-2),H(3,3),I(-4,7) and J(-2,10) Use the Bresenham.s algorithm to find all Points on a triangle in the first quadrant with vertices at (0,2), (6,2) and (3,6). 14. Explain 3D transformation with an example 15. Compare HLS and HSV color models 16. Discuss about the Properties of light Explain RGB color model and CMY color model 17. Write in details about the rendering techniques for shadow images 18. Describe about flat and smooth shading. 19. Write briefly about adding textures to faces and shadows of objects 20. Draw and explain the color Gamut. 21. Describe Boundary fill and flood fill algorithms in detail. 22. Describe Constructive Solid Geometry. Also explain the construction of robot using bottom up approach. 23. Write a short note on a. Bezier Curvers. b. Bezier Surfaces. 24. Describe SPHIGS functions with suitable examples. 25. Write a short note on a. Phong Shading b. Goroud Shading. 26. Explain Halftone approximation in detail.

27. Describe regularized Boolean operations in detail. 28. Describe Global Illumination Algorithms in detail. 29. Describe the rendering pipeline. 30. Write a short note on 1. Antialiasing 2. Limitations of SRGP and SPHIGS. 3. Parametric Cubic Curves 4. Polygon Meshes. 5. Primitive Instancing 6. Octrees 7. Sweep Representations. 8. Hierarchical Structure Networks 9. Interaction tasks. 10 Generating Characters.

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