2080

BIT304 · TU past paper

Computer Graphics 2080 question paper

The complete TU 2080 exam paper for Computer Graphics (BIT304), all 12 questions with solved model answers written to the mark scheme.

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  1. 110 marksSutherland-Hodgman polygon clipping algoriAnswer

    How Can Polygons Be Clipped? Describe Gouraud Shading Model with Necessary Derivations [10]

    Definition: Polygon clipping is the process of removing portions of a polygon that lie outside a specified clipping window while retaining and correctly connecting the portions inside. The most common polygon clipping method processes th...

  2. 210 marksNumericalBresenham's line drawing algorithmAnswer

    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...
  3. 310 marksNumericalParallel projectionAnswer

    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.)

  4. 45 marksMotion capture and keyframe animationAnswer

    Explain motion capture with an example. [5]

    Motion capture (often abbreviated as mocap) is a technology used to record and digitize the movement of real actors or objects in three-dimensional space. The captured motion data is then transferred to digital characters or models in co...

  5. 55 marksBezier curves and propertiesAnswer

    Explain about parametric curve. Describe the properties of Bezier curve. [5]

    A parametric curve is a curve defined by parametric equations where the coordinates (x, y) are expressed as functions of a parameter t: - x = f(t) - y = g(t) where t ranges over an interval [a, b]. Instead of expressing y explicitly as a...

  6. 65 marksWireframe representation of 3D objectsAnswer

    Explain the wireframe representation of 3D objects. [5]

    Wireframe representation is a method of displaying 3D objects using only edges and vertices, without rendering surfaces or faces. The object appears as a skeleton made of lines connecting corner points in 3D space. 1. Structure - Consist...

  7. 75 marksPolygon creation in OpenGLAnswer

    How does a polygon can be created in OpenGL? Illustrate with an example. [5]

    In OpenGL, polygons are created by specifying a sequence of vertices and enclosing them within a pair of functions that define the primitive type. The basic approach involves: 1. Begin a primitive using glBegin() 2. Specify vertices usin...

  8. 85 marksZ-buffer method and limitationsAnswer

    Write short notes a. Z-Buffer b. Polygon Table [5]

    Definition: Z-Buffer (also called Depth Buffer) is a hidden surface removal technique that stores the depth (z-coordinate) value of each pixel on the screen. Working Principle: - Maintains a 2D array of depth values corresponding to each...

  9. 95 marksRandom scan display systemsAnswer

    Explain architecture of random scan display systems with suitable diagram. [5]

    A random scan display (also called vector display or stroke-writing display) is a display system that draws images by directing an electron beam to specific points on the screen in any arbitrary order, rather than scanning the entire scr...

  10. 105 marksCohen-Sutherland line clipping algorithmAnswer

    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...

  11. 115 marksNumericalShearing transformationAnswer

    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...
  12. 125 marksAmbient light and ambient reflectionAnswer

    Explain ambient light, diffuse reflection and specular reflection with examples. [5]

    Definition: Ambient light is the general, non-directional illumination present in a scene that comes from all directions uniformly. It represents light that has been scattered and reflected so many times in an environment that its origin...