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CG - Assignment 4

The document contains 10 multiple choice questions and 6 short answer and long answer type questions related to computer graphics. Some of the key topics covered include algorithms for polygon filling, clipping, rendering curves, and illumination models. Multiple choice questions assess knowledge of algorithms like Bresenham's, scanline, Cohen-Sutherland, and which shading techniques calculate color interpolation. Short answer questions define concepts like RGB and shearing. Long answer questions provide explanations of polygon clipping using Sutherland–Hodgman algorithm and Phong shading model for surface rendering.

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0% found this document useful (0 votes)
42 views6 pages

CG - Assignment 4

The document contains 10 multiple choice questions and 6 short answer and long answer type questions related to computer graphics. Some of the key topics covered include algorithms for polygon filling, clipping, rendering curves, and illumination models. Multiple choice questions assess knowledge of algorithms like Bresenham's, scanline, Cohen-Sutherland, and which shading techniques calculate color interpolation. Short answer questions define concepts like RGB and shearing. Long answer questions provide explanations of polygon clipping using Sutherland–Hodgman algorithm and Phong shading model for surface rendering.

Uploaded by

parth solanki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 6

COMPUTER GRAPHICS

ASSIGNMENT 4

MULTIPLE CHOICE QUESTIONS


1. Which algorithm is used for polygon filling on software?
A) Bresenham's algorithm B) Scanline algorithm
C) Cohen-Sutherland algorithm D) Midpoint line algorithm

2. Which algorithm is used for polygon filling on graphics hardware?


A) Bresenham's algorithm B) Scanline algorithm
C) Cohen-Sutherland algorithm D) Midpoint line algorithm

3. Which algorithm is used for clipping 3D objects?


A) Cohen-Sutherland algorithm B) Cyrus-Beck algorithm
C) Midpoint line algorithm D) None of the above

4. Which shading technique calculates the color of each polygon vertex and then
interpolates the color across the polygon?
A) Phong shading B) Gouraud shading
C) Flat shading D) None of the above

5. Which illumination model simulates the reflection of light on a rough surface?


A) Lambertian model B) Phong model
C) Blinn-Phong model D) Cook-Torrance model

6. Which algorithm is used for rendering curves and circles?


A) Bresenham's algorithm B) Cohen-Sutherland algorithm
C) Scanline algorithm D) Midpoint line algorithm

7. Which algorithm is used for filling polygons?


A) Bresenham's algorithm B) Cohen-Sutherland algorithm
C) Scanline algorithm D) Midpoint line algorithm

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8. Which algorithm is used for clipping polygons?
A) Bresenham's algorithm B) Sutherland-Hodgman algorithm
C) Wailer-Atherton algorithm D) None of the above

9.Which algorithm is used for clipping line segments?


A) Bresenham's algorithm B) Cohen-Sutherland algorithm
C) Midpoint line algorithm D) None of the above

10. Which shading technique interpolates vertex normals to determine pixel color?
A) Phong shading B) Gouraud shading
C) Flat shading D) Lambertian shading

SHORT ANSWER TYPE QUESTIONS


1. Write the essential application of computer-graphics?
• Art. • CAD/CAM. • Typography. • Printers. • Presentation. • Entertainment. • Education.
• Training. • Visualisation.

2. Difference between DDA and Bresenham's line drawing algorithm.

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3. What is Shearing?
It is transformation which changes the shape of object. The sliding of layers of object occurs.
The shear can be in one direction or in two directions.
Shearing in the X-direction: In this horizontal shearing sliding of layers occur. 
Shearing in the Y-direction: Here shearing is done by sliding along vertical or y-axis.
Shearing in X-Y directions: Here layers will slide in both x as well as y direction. The
sliding will be in horizontal as well as vertical direction. The shape of the object will be
distorted.

4. What are the quadric surfaces?

5. Define the Spline curves?


A spline curve is a mathematical representation for which it is easy to build an interface that
will allow a user to design and control the shape of complex curves and surfaces.
The general approach is that the user enters a sequence of points, and a curve is constructed
whose shape closely follows this sequence.

6. What does it mean by RGB?


RGB (red, green and blue) refers to a system representing the colors used on a digital display
screen. Red, green and blue can be combined in various proportions to obtain any color in
the visible spectrum.

LONG ANSWER TYPE QUESTIONS


1. Explain in brief Sutherland-Hodgeman Polygon Clipping

It is performed by processing the boundary of polygon against each window corner or edge.
First of all entire polygon is clipped against one edge, then resulting polygon is considered,
then the polygon is considered against the second edge, so on for all four edges.

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Four possible situations while processing:

1. If the first vertex is an outside the window, the second vertex is inside the window.
Then second vertex is added to the output list. The point of intersection of window
boundary and polygon side (edge) is also added to the output line.
2. If both vertexes are inside window boundary. Then only second vertex is added to the
output list.
3. If the first vertex is inside the window and second is an outside window. The edge
which intersects with window is added to output list.
4. If both vertices are the outside window, then nothing is added to output list.

2. Explain Phong Shading

A more accurate method for rendering a polygon surface is to interpolate the normal vector and
then apply the illumination model to each surface point. This method developed by Phong Bui
Tuong is called Phong Shading or normal vector Interpolation Shading. It displays more realistic
highlights on a surface and greatly reduces the Match-band effect.

A polygon surface is rendered using Phong shading by carrying out the following steps:

1. Determine the average unit normal vector at each polygon vertex.


2. Linearly & interpolate the vertex normals over the surface of the polygon.
3. Apply an illumination model along each scan methods line to calculate projected pixel
intensities for the surface points.

Incremental are used to evaluate normals between scan lines and along each scan line. At each
pixel position along a scan line, the illumination model is applied to determine the surface intensity
at that point.

3. Explain In Brief Rotation about Arbitrary Axis

If we want to rotate an object or point about an arbitrary point, first of all, we translate the
point about which we want to rotate to the origin. Then rotate point or object about the
origin, and at the end, we again translate it to the original place. We get rotation about an
arbitrary point.

Example: The point (x, y) is to be rotated

The (xc yc) is a point about which counter clockwise rotation is done

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Step1: Translate point (xc yc) to origin

Step2: Rotation of (x, y) about the origin

Step3: Translation of center of rotation back to its original position

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