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Introduction To Computer Graphics V1

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Introduction to Computer Graphics V1
Q1: Explain projection and differentiate parallel and perspective projections.
Q2: Explain Depth-Buffer Method in detail.
Q3: Write steps required to draw a line from point (x,y) to (x ,y ) using Bresenham s
line drawing algorithm.
Q4: How do I perform basic viewing in 3D?
Q5: How do I rotate a 2D point?
Q6: How do I do a hidden surface test (backface culling) with 2D points?
Q7: Describe clipping with its applications.
Q8: Give difference between Vector scan display and Raster scan display method.
Case Study
1. Develop the transformation for finding the reflection point w.r.t. the line a
x+by+c=0
2. Explain with examples the operation o segments.
3. The pyramid is defined by the coordinates A(0,0,0), B(1,0,0),C(0,1,0) and D(0
,0,1) is rotated 90 degrees about the line L that has direction vector V= i +j +
k and passing through the origin. Find the co-ordinates of rotated figure
Assignment C
Q1: Which kind of models are made up only of quad polygons?
a)
multidimensional surface
b)
extrovert surface
c)
subdivision surface
d)
introvert surface
Q2: A spline is a type of:
a)
line
b)
angle
c)
curve
d)
all of the above
Q3: Which kind of models are made up of points, lines and faces?
a)
geometry surface
b)
polygonal
c)
introvert surface
d)
subdivision surface
Q4: A transparency map is used to:
a)
to get bush out of office
b)
cover the object so you can t see it
c)
All of the above
d)
None of the above
Q5: Output, which is made up of pictures, sounds, and video, is called.
a)
COM
b)
Hard copy
c)
Graphics
d)
Multimedia
Q6: In Utah graphics, lights are simplified in order to approximate light/matter i
nteraction with a minimum amount of work. Which of the following is NOT true abo
ut the simplifications made in Utah graphics lights?
a)
Light intensity and color are folded into one value.
b)
Lights are assumed to have zero size
c)
Spotlights can not be handled
d)
Soft shadows can not be handled
Q7: The Phong reflection model simplifies light-matter interactions into (essent
ially) 4 vectors and a number of constants. Each piece of the Phong model uses d
ifferent vectors and constants. Which portion does NOT include taking a dot prod
uct?
a)
Ambient

b)
Diffuse
c)
Specular
d)
All of the above
Q8: The Phong reflection model simplifies light-matter interactions into (essent
ially) 4 vectors and a number of constants. Which piece of the Phong model is re
sponsible for giving spheres their bright white spots?
a)
Ambient
b)
Diffuse
c)
Specular
d)
All of the above
Q9: The Phong reflection model simplifies light-matter interactions into (essent
ially) 4 vectors and a number of constants. Which of the following is NOT a vect
or needed for the Phong reflection model?
a)
Surface Normal
b)
Direction to Viewer
c)
Direction to Material Center
d)
Direction to Light
Q10: In the Phong Reflection model, ambient light is the same everywhere.
a)
true
b)
false
c)
All of the above
d)
None of the above
Q11: Which of the following is NOT true about quaternions?
a)
They are made up of 4 numbers
b)
They should always be normalized to length 1
c)
They can be used to represent all affine transforms
d)
They can be used to define the rotation of an object.
Q12: Which of the following does NOT figure into the Field of View of a pinhole
camera?
a)
The direction of projection
b)
The distance from the center of projection to the projection plane
c)
The size of the projection plane
d)
All of the above
Q13: This projection technique has the direction of projection perpendicular to
the viewing plane, but the viewing direction is NOT perpendicular to one of the
principle faces.
a)
Orthographic Parallel Projection
b)
Axonometric Parallel Projection
c)
Oblique Parallel Projection
d)
All of the above
Q14: This projection technique does NOT have the direction of projection perpend
icular to the viewing plane.
a)
Orthographic Parallel Projection
b)
Axonometric Parallel Projection
c)
Oblique Parallel Projection
d)
All of the above
Q15: This projection technique has the direction of projection perpendicular to
the viewing plane, and the viewing direction is perpendicular to one of the prin
ciple faces.
a)
Orthographic Parallel Projection
b)
Axonometric Parallel Projection
c)
Oblique Parallel Projection
d)
All of the above
Q16: When transforming a random Axis-Aligned Bounding Box defined by the points
(nearx, neary, nearz) and (farx, fary, farz) to the standard orthographic viewin
g box, which affine transforms are used?
a)
shear and translation
b)
rotation and scale
c)
scale and shear
d)
translation and scale

Q17: In class, we discussed how the image of the Double Eagle Tanker was obtaine
d for the large poster in the main hall of Sitterson. It required rendering seve
ral perspective images using OpenGL. Which of the following was NOT a step requi
red in that process?
a)
handling projection planes non-orthogonal to the viewing direction
b)
cutting a single projection plane into many separate projection planes
c)
rotating the viewing direction to be the same as the .z direction
d)
handling several different centers of projection
Q18: In OpenGL, there are several different matrices. We have discussed two of t
hem in class. Which one of the below would be used in conjunction with a glRotat
ef function call?
a)
GL_MODELVIEW
b)
GL_PROJECTION
c)
All of the above
d)
None of the above
Q19: In OpenGL, there are several different matrices. We have discussed two of t
hem in class.
Which one of the below would be used in conjunction with glFrustum?
a)
GL_MODELVIEW
b)
GL_PROJECTION
c)
All of the above
d)
None of the above
Q20: Which of the following is the order that geometry operations are performed
in OpenGL (where we read the order from left to right)?
a)
GL_PROJECTION ? GL_MODELVIEW ? Perspective division
b)
GL_MODELVIEW ? GL_PROJECTION ? Perspective division
c)
Perspective division ? GL_PROJECTION ? GL_MODELVIEW
d)
GL_MODELVIEW ? Perspective division ? GL_PROJECTION
Q21: Bitmap graphics is
a)
Resolution independent
b)
Graphical dependent
c)
Resolution dependent
d)
Graphical independent
Q22: What is another name for bitmap graphics?
a)
Bitmap graphics
b)
Raster graphics
c)
Jpeg graphics
d)
png graphics
Q23: What is another name for vector graphics?
a)
Spline
b)
Splines
c)
Raster
d)
Vector
Q24: Vector graphics are
a)
Jpeg
b)
Bitmap
c)
Resolution dependent
d)
Resolution independent
Q25: Which of the following is a common size for digital video?
a)
720 pixels x 480 pixels
b)
800 pixels x 600 pixels
c)
1020 pixels x 480 pixels
d)
400 pixels x 300 pixels
Q26: What is the RGB equivalent of the color red?
a)
0, 255, 0
b)
255, 0, 0
c)
255, 255, 0
d)
0, 0, 0
Q27: An alpha channel determines:
a)
the viability of a bitmap image

b)
the transparency of a bitmap image
c)
the opacity of a bitmap image
d)
none of the above
Q28: Standard 35mm film runs at what frame rate?
a)
24 fps
b)
35 fps
c)
29 fps
d)
12 fps
Q29: After Effects, position, rotation, opacity and scale are examples of what?
a)
keyframe channel
b)
rotation channels
c)
animation channels
d)
opacity channels
Q30: Which is an example of rendering?
a)
rendering
b)
taking all of the changes and showing them in a visible image
c)
taking all of the calculations from a program to make an image
d)
all of the above
Q31: Which of the following is a method of compressing a movie?
a)
MPEG
b)
MOV
c)
encoding
d)
compressing
e)
All
Q32: Which kind of models are resolution independent?
a)
z-axis
b)
NURBS
c)
polygonal
d)
tesselation
Q33: The 3D Cartesian coordinate system adds which axis to the 2D axes?
a)
z-axis
b)
y-axis
c)
x-axis
d)
c-axis
Q34: The 3D Cartesian coordinate system adds which axis to the 2D axes?
a)
z-axis
b)
y-axis
c)
x-axis
d)
c-axis
Q35: Where do all three axes meet?
a)
side
b)
bottom
c)
top
d)
origin
Q36: In the Phong reflection model, there are 3 constants (a, b, c) which are us
ed to describe the qualities of which of the following phenomena?
a)
The material reaction to ambient, diffuse and specular light (respective
ly)
b)
The amount to perturb reflection vectors as they are mirrored across the
normal
c)
The size (in each dimension) which the light is assumed to have
d)
The attenuation of a point light source with distance
Q37: When obtaining normals for a triangle, which of the following mathematical
constructs is NOT used?
a)
Point-Point subtraction
b)
Vector dot products
c)
Vector cross products
d)
Vector normalization
Q38: A touch screen is recommended for
a)
pressure-sensitive drawing and painting

b)
projects that track users
c)
program involving public input and simple tasks
d)
day-to-day computer work
Q39: The transformation wherein the object is first rotated about x-axis and the
n about y-axis is
a)
instant
b)
rotation
c)
shearing
d)
tilting
Q40: The sizes of graphics files for use on the web are reduced using
a)
Compression
b)
Depression
c)
Impression
d)
Compilation
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