BIT304 · Exam intelligence
Computer Graphics important questions
From 5 past TU papers: which questions keep coming back, how much they carry, and what is most likely to show up next. Every question links to a model answer.
Most likely in the next examStatistical
Ranked by how often a topic is asked, its marks weight, and whether it is due after skipping the 2082 paper. No guarantees; study the whole syllabus.
1asked 3xavg 8 marks · due (skipped 2082) · Bresenham's line drawing algorithmAnswerHideWrite the algorithm for Bresenham's line drawing? Digitize a line with end points A(6, 9) and B(10,5) using Bresenham's line drawing algorithm.[10]
Write the algorithm for Bresenham's line drawing? Digitize a line with end points A(6, 9) and B(10,5) using Bresenham's line drawing algorithm.[10]
- Endpoint A: $(x1, y1) = (6, 9)$ - Endpoint B: $(x2, y2) = (10, 5)$ 1. Input the two endpoints $(x1, y1)$ and $(x2, y2)$. 2. Compute $\Delta x = x2 - x1$ and $\Delta y = y2 - y1$. 3. Plot the first point $(x1, y1)$. 4. Calculate the ini...
2asked 3xavg 7 marks · due (skipped 2082) · Phong shading algorithm and procedureAnswerHideWrite procedure to render the polygon surface by using Phong shading model. [5]
Write procedure to render the polygon surface by using Phong shading model. [5]
Phong shading is an interpolation-based shading technique that calculates surface color at each pixel by interpolating normal vectors across the polygon surface and applying the Phong illumination model at each point. - Compute the surfa...
3asked 2xavg 8 marks · due (skipped 2082) · Parallel projectionAnswerHideDifferentiate between parallel and perspective projection. Perform the rotation of triangle with vertices A(5,7), B(12,85) and C(5,3) counterclockwise 30 degree about the pivot point (5,3).[10]
Differentiate between parallel and perspective projection. Perform the rotation of triangle with vertices A(5,7), B(12,85) and C(5,3) counterclockwise 30 degree about the pivot point (5,3).[10]
Model Answer: Parallel vs Perspective Projection and Triangle Rotation
Part 1: Parallel vs Perspective Projection
| Aspect | Parallel Projection | Perspective Projection |
|---|---|---|
| Projectors | Projection lines (projectors) are parallel to each other | Projectors converge to a single point (center of projection) |
| Center of projection | At infinity | At a finite distance |
| Vanishing point | None; parallel lines remain parallel | One or more vanishing points; parallel lines converge |
| Depth realism | Does not depict realistic depth; size independent of distance | Realistic depth; distant objects appear smaller (foreshortening) |
| Scale/proportion | True dimensions and proportions preserved | Scale varies with distance from viewpoint |
| Mathematics | Simpler (orthographic/oblique matrices, no division) | More complex; requires division by the depth coordinate |
| Applications | Engineering/technical drawings, CAD, blueprints | Realistic rendering, architecture, games, photography |
Part 2: Rotation of Triangle 30° CCW about Pivot (5,3)
Given data:
- Vertices: $A(5,7)$, $B(12,85)$, $C(5,3)$
- Angle: $\theta = 30^\circ$ counterclockwise
- Pivot: $P(p_x,p_y) = (5,3)$
Rotation about a pivot: $$x' = p_x + (x-p_x)\cos\theta - (y-p_y)\sin\theta$$ $$y' = p_y + (x-p_x)\sin\theta + (y-p_y)\cos\theta$$
Trig values: $\cos 30^\circ = 0.8660$, $\sin 30^\circ = 0.5$
Vertex A(5,7): $\Delta x = 0,\ \Delta y = 4$ $$x'_A = 5 + (0)(0.866) - (4)(0.5) = 5 - 2 = 3$$ $$y'_A = 3 + (0)(0.5) + (4)(0.866) = 3 + 3.464 = 6.464$$ $$A' = (3,\ 6.464)$$
Vertex B(12,85): $\Delta x = 7,\ \Delta y = 82$ $$x'_B = 5 + (7)(0.866) - (82)(0.5) = 5 + 6.062 - 41 = -29.938$$ $$y'_B = 3 + (7)(0.5) + (82)(0.866) = 3 + 3.5 + 71.012 = 77.512$$ $$B' = (-29.938,\ 77.512)$$
Vertex C(5,3): $\Delta x = 0,\ \Delta y = 0$ (this is the pivot) $$x'_C = 5 + 0 - 0 = 5,\quad y'_C = 3 + 0 + 0 = 3$$ $$C' = (5,\ 3)$$
Final Result:
- $A' \approx (3.00,\ 6.46)$
- $B' \approx (-29.94,\ 77.51)$
- $C' = (5,\ 3)$
(Note: vertex B(12,85) appears unusually large for a triangle, but the computation follows the given data exactly.)
4asked 2xavg 5 marks · due (skipped 2082) · Midpoint circle drawing algorithmAnswerHideDigitize circle with center (0, 0) and radius = 6. [5]
Digitize circle with center (0, 0) and radius = 6. [5]
- Center: $(xc, yc) = (0, 0)$ - Radius: $r = 6$ - Start point: $(x, y) = (0, r) = (0, 6)$ - Initial decision parameter: $p0 = 1 - r = 1 - 6 = -5$ We compute points in the second octant ($x$ from 0 up to $x = y$), then apply 8-way symmetr...
5asked 2xavg 5 marks · due (skipped 2082) · Polygon table and error-free generationAnswerHideExplain the use of polygon tables for boundary representations. [5]
Explain the use of polygon tables for boundary representations. [5]
Polygon tables are data structures used in computer graphics to store and represent the geometric and topological information of 3D objects using polygonal surfaces (typically triangles or quadrilaterals). They form the foundation of bou...
Most repeated questions
Topics asked at least twice, most-asked first.
asked 3xavg 8 marks · 2080, 2079, 0AnswerHideWrite the algorithm for Bresenham's line drawing? Digitize a line with end points A(6, 9) and B(10,5) using Bresenham's line drawing algorithm.[10]
Write the algorithm for Bresenham's line drawing? Digitize a line with end points A(6, 9) and B(10,5) using Bresenham's line drawing algorithm.[10]
- Endpoint A: $(x1, y1) = (6, 9)$ - Endpoint B: $(x2, y2) = (10, 5)$ 1. Input the two endpoints $(x1, y1)$ and $(x2, y2)$. 2. Compute $\Delta x = x2 - x1$ and $\Delta y = y2 - y1$. 3. Plot the first point $(x1, y1)$. 4. Calculate the ini...
asked 3xavg 7 marks · 2081, 2079, 0AnswerHideWrite procedure to render the polygon surface by using Phong shading model. [5]
Write procedure to render the polygon surface by using Phong shading model. [5]
Phong shading is an interpolation-based shading technique that calculates surface color at each pixel by interpolating normal vectors across the polygon surface and applying the Phong illumination model at each point. - Compute the surfa...
asked 3xavg 7 marks · 2082, 2080, 2079AnswerHideDescribe the concept of Bezier curves in 3D modeling. Derive the equation for a Bezier curve and discuss how it is used in curve modeling and animation.[10]
Describe the concept of Bezier curves in 3D modeling. Derive the equation for a Bezier curve and discuss how it is used in curve modeling and animation.[10]
A Bezier curve is a parametric curve defined by a set of control points that influence the shape of the curve without necessarily lying on it. The curve is smooth and continuous, making it ideal for modeling complex shapes in 3D graphics...
asked 3xavg 5 marks · 2082, 2081, 2080AnswerHideExplain the concept of ambient reflection in the context of illumination models. How does it affect the overall lighting in a 3D scene? [5]
Explain the concept of ambient reflection in the context of illumination models. How does it affect the overall lighting in a 3D scene? [5]
Ambient reflection is the component of light reflection that accounts for indirect, non-directional illumination in a 3D scene. It represents light that has been scattered and reflected multiple times throughout the environment, coming f...
asked 2xavg 8 marks · 2080, 0AnswerHideDifferentiate between parallel and perspective projection. Perform the rotation of triangle with vertices A(5,7), B(12,85) and C(5,3) counterclockwise 30 degree about the pivot point (5,3).[10]
Differentiate between parallel and perspective projection. Perform the rotation of triangle with vertices A(5,7), B(12,85) and C(5,3) counterclockwise 30 degree about the pivot point (5,3).[10]
Model Answer: Parallel vs Perspective Projection and Triangle Rotation
Part 1: Parallel vs Perspective Projection
| Aspect | Parallel Projection | Perspective Projection |
|---|---|---|
| Projectors | Projection lines (projectors) are parallel to each other | Projectors converge to a single point (center of projection) |
| Center of projection | At infinity | At a finite distance |
| Vanishing point | None; parallel lines remain parallel | One or more vanishing points; parallel lines converge |
| Depth realism | Does not depict realistic depth; size independent of distance | Realistic depth; distant objects appear smaller (foreshortening) |
| Scale/proportion | True dimensions and proportions preserved | Scale varies with distance from viewpoint |
| Mathematics | Simpler (orthographic/oblique matrices, no division) | More complex; requires division by the depth coordinate |
| Applications | Engineering/technical drawings, CAD, blueprints | Realistic rendering, architecture, games, photography |
Part 2: Rotation of Triangle 30° CCW about Pivot (5,3)
Given data:
- Vertices: $A(5,7)$, $B(12,85)$, $C(5,3)$
- Angle: $\theta = 30^\circ$ counterclockwise
- Pivot: $P(p_x,p_y) = (5,3)$
Rotation about a pivot: $$x' = p_x + (x-p_x)\cos\theta - (y-p_y)\sin\theta$$ $$y' = p_y + (x-p_x)\sin\theta + (y-p_y)\cos\theta$$
Trig values: $\cos 30^\circ = 0.8660$, $\sin 30^\circ = 0.5$
Vertex A(5,7): $\Delta x = 0,\ \Delta y = 4$ $$x'_A = 5 + (0)(0.866) - (4)(0.5) = 5 - 2 = 3$$ $$y'_A = 3 + (0)(0.5) + (4)(0.866) = 3 + 3.464 = 6.464$$ $$A' = (3,\ 6.464)$$
Vertex B(12,85): $\Delta x = 7,\ \Delta y = 82$ $$x'_B = 5 + (7)(0.866) - (82)(0.5) = 5 + 6.062 - 41 = -29.938$$ $$y'_B = 3 + (7)(0.5) + (82)(0.866) = 3 + 3.5 + 71.012 = 77.512$$ $$B' = (-29.938,\ 77.512)$$
Vertex C(5,3): $\Delta x = 0,\ \Delta y = 0$ (this is the pivot) $$x'_C = 5 + 0 - 0 = 5,\quad y'_C = 3 + 0 + 0 = 3$$ $$C' = (5,\ 3)$$
Final Result:
- $A' \approx (3.00,\ 6.46)$
- $B' \approx (-29.94,\ 77.51)$
- $C' = (5,\ 3)$
(Note: vertex B(12,85) appears unusually large for a triangle, but the computation follows the given data exactly.)
asked 2xavg 5 marks · 2081, 0AnswerHideDigitize circle with center (0, 0) and radius = 6. [5]
Digitize circle with center (0, 0) and radius = 6. [5]
- Center: $(xc, yc) = (0, 0)$ - Radius: $r = 6$ - Start point: $(x, y) = (0, r) = (0, 6)$ - Initial decision parameter: $p0 = 1 - r = 1 - 6 = -5$ We compute points in the second octant ($x$ from 0 up to $x = y$), then apply 8-way symmetr...
asked 2xavg 5 marks · 2081, 0AnswerHideExplain the use of polygon tables for boundary representations. [5]
Explain the use of polygon tables for boundary representations. [5]
Polygon tables are data structures used in computer graphics to store and represent the geometric and topological information of 3D objects using polygonal surfaces (typically triangles or quadrilaterals). They form the foundation of bou...
asked 2xavg 5 marks · 2080, 2079AnswerHideExplain Cohen-Sutherland Line Clipping algorithm with example. [5]
Explain Cohen-Sutherland Line Clipping algorithm with example. [5]
The Cohen-Sutherland algorithm is a line clipping algorithm used to determine which portions of a line lie within a rectangular clipping window and should be displayed. It uses a region coding scheme to efficiently identify and clip line...
asked 2xavg 5 marks · 2080, 2079AnswerHideReflect a line segment having end points (9,3) and (12,10) about a line X = 7. Draw initial and final result graph as well. [5]
Reflect a line segment having end points (9,3) and (12,10) about a line X = 7. Draw initial and final result graph as well. [5]
- Endpoint A = $(9, 3)$ - Endpoint B = $(12, 10)$ - Line of reflection: $x = 7$ (vertical line, $k = 7$) For any point $(x, y)$ reflected about the vertical line $x = k$: $$(x, y) \rightarrow (2k - x,\ y)$$ The $y$-coordinate is unchange...
asked 2xavg 3 marks · 2081, 2080AnswerHideZ-Buffer Method for Visible Surface Detection
Z-Buffer Method for Visible Surface Detection
The Z-Buffer (Depth Buffer) method is an image-space visible surface detection algorithm that determines which surface is closest to the viewer at each pixel position on the projection plane. It maintains two buffers: - Frame Buffer: sto...
asked 2xavg 8 marks · 2082, 2080AnswerHideGiven a polygon with vertices $A(3, 4)$, $B(7, 4)$, $C(7, 8)$, $D(3, 8)$, clip it against a rectangular window with coordinates $(4, 5)$, $(6, 7)$ using Sutherland-Hodgman polygon clipping algorithm. [5]
Given a polygon with vertices $A(3, 4)$, $B(7, 4)$, $C(7, 8)$, $D(3, 8)$, clip it against a rectangular window with coordinates $(4, 5)$, $(6, 7)$ using Sutherland-Hodgman polygon clipping algorithm. [5]
Polygon vertices (in order): - A(3, 4) - B(7, 4) - C(7, 8) - D(3, 8) Clipping window (rectangle): - Lower-left corner: (4, 5) - Upper-right corner: (6, 7) Derived window edges: - Left: $x{min} = 4$ - Right: $x{max} = 6$ - Bottom: $y{min}...
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