Important Questions

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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 algorithm
Answer

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 procedure
Answer

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 projection
Answer

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

AspectParallel ProjectionPerspective Projection
ProjectorsProjection lines (projectors) are parallel to each otherProjectors converge to a single point (center of projection)
Center of projectionAt infinityAt a finite distance
Vanishing pointNone; parallel lines remain parallelOne or more vanishing points; parallel lines converge
Depth realismDoes not depict realistic depth; size independent of distanceRealistic depth; distant objects appear smaller (foreshortening)
Scale/proportionTrue dimensions and proportions preservedScale varies with distance from viewpoint
MathematicsSimpler (orthographic/oblique matrices, no division)More complex; requires division by the depth coordinate
ApplicationsEngineering/technical drawings, CAD, blueprintsRealistic 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 algorithm
Answer

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 generation
Answer

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, 0
Answer

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, 0
Answer

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, 2079
Answer

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, 2080
Answer

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, 0
Answer

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

AspectParallel ProjectionPerspective Projection
ProjectorsProjection lines (projectors) are parallel to each otherProjectors converge to a single point (center of projection)
Center of projectionAt infinityAt a finite distance
Vanishing pointNone; parallel lines remain parallelOne or more vanishing points; parallel lines converge
Depth realismDoes not depict realistic depth; size independent of distanceRealistic depth; distant objects appear smaller (foreshortening)
Scale/proportionTrue dimensions and proportions preservedScale varies with distance from viewpoint
MathematicsSimpler (orthographic/oblique matrices, no division)More complex; requires division by the depth coordinate
ApplicationsEngineering/technical drawings, CAD, blueprintsRealistic 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, 0
Answer

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, 0
Answer

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, 2079
Answer

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, 2079
Answer

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, 2080
Answer

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, 2080
Answer

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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