Computer Graphics and Animations Important Questions

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Computer Graphics and Animations Important Questions For Exams Preparations

Chapter 1: Introduction and Display Technologies

  1. Define Computer, Advantages of and application areas of Computer Graphics.
  2. Differentiate between raster scan and vector scan displays.
  3. Role of the video controller in a raster scan display system.
  4. Explain the architecture of a random scan display system (with block diagram).
  5. Differentiate between the beam penetration method and the shadow mask method.
  6. Define pixel and resolution.
  7. Concepts of horizontal & vertical retrace of electron beam.
  8. DDA line drawing algorithm – working principle.
  9. Bresenham’s line drawing algorithm – working principle.
  10. Midpoint circle drawing algorithm – working principle.
  11. Symmetric property of a circle and its use.
  12. Differences between DDA, Bresenham, and midpoint algorithms.

Numerical Types:

  • Generate intermediate points of a line using DDA for given coordinates.
  • Rasterize a line using Bresenham’s algorithm for given endpoints.
  • Calculate circle points using midpoint circle algorithm for given center & radius.
  • Digitize a circle using symmetry.

Chapter 2: Two-Dimensional and Three-Dimensional Transformations

  1. 2D transformations: translation, rotation, scaling, reflection, shear.
  2. 3D transformations: translation, rotation, scaling, reflection, shear.
  3. Write transformation matrices for 3D scaling and shearing.
  4. Define reflection transformation and derive the 2D reflection matrix along x-axis and y-axis in homogeneous coordinates.
  5. Explain the need for a homogeneous coordinate system in geometric transformation.
  6. What is scaling transformation? Prove that two successive scalings are multiplicative.

Numerical Types:

  • Apply scaling, rotation, or translation to given 2D coordinates using transformation matrices.
  • Perform combined transformations in sequence using homogeneous coordinate matrices.
  • Apply 3D reflection or rotation on given 3D object coordinates.

Chapter 3: Clipping and Viewing

  1. What is clipping? Explain its importance in computer graphics with suitable examples.
  2. Explain window to viewport transformation – concept and mapping process.
  3. Explain the 2D viewing pipeline.
  4. Explain Cohen–Sutherland line clipping algorithm.
  5. Explain Sutherland–Hodgman polygon clipping algorithm.

Numerical Types:

  • Apply Cohen–Sutherland algorithm to clip a line against a given window.
  • Apply Sutherland–Hodgman algorithm to clip a polygon against a clipping window.
  • Solve window-to-viewport mapping problems for given coordinates.

Chapter 4: Visible Surface Determination

  1. What is the image space method for visible surface detection?
  2. Explain the depth buffer method and how depth is used to find visible surfaces.
  3. Differentiate between object space and image space methods.
  4. Explain the back-face detection algorithm.
  5. Explain the Z-buffer algorithm – working, advantages, disadvantages.
  6. Scan-line algorithm for visible surface detection.
  7. Different color models – RGB, CMY, YIQ.
  8. Applications of color models in graphics.

Chapter 5: Animation and Virtual Reality

  • What is virtual reality?
  • Difference between immersive and non-immersive virtual reality.
  • What is animation?
  • Steps to create an animation sequence.
  • Architecture of a VR system with necessary components.
  • Basic principles and types of animation.
  • Flash interface: panels, layers, shaping objects, tweening, masking.

Note:This list is for reference purposes only to help you prepare smartly and cover all critical areas of Computer Graphics & Animations. Always review your class notes, teacher guidelines, and syllabus coverage.

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