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Sub:- Computer Graphics

MID-II

faculty: L.sunitha

IVCSE

1. Consider a line for the origin of a right-handed coordinate system to the point p{ x,y,z}. Find the transformation matrix needed to rotate the line in to the positive z-axis. Follow the below mentioned sequence to achieve the desired transformation matrix: (a)rotate about the y-axis into the(y,z) plane, (b)then rotate about the y- axis into the z-axis. 2.write an algorithm to that would test a given plane surface against a rectangular area to decide whether it is a surrounding, overlapping, inside or outside surface. (b)distinguish depth-sort and z-buffer algorithms. 3.explain the steps involved in transforming a sphere into a specified polyhedron 4.let an axis of rotation L be specified by a direction vector V and location point P. Find a transformation for a rotation of 0 about L. 5.(A) distinguish between object_space and image space methods of visible surface detection algorithms. Give examples to each. (b)given points P1(1,2,0),P2(3,6,20) and a view point c(0,0,10) obscure the others when viewed from C. 6.(a)list and explain about the steps of animation. (B) what are the various types of interpolation used in animation.
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7.(a)list the algorithms which are suitable for line clipping hen the clipping polygon is non-rectangular window. (b) explain about the following categories of lines with respect to rectangular clipping window. I. Completely visible Ii. Clipping-candidate Iii.completely invisible.

8.(A)discuss about the scan line method for visible surface detection. (B) compare and contrast depth-buffer and depth-sort methods.

9. Describe in detail about the methods of controlling animation. 10. explain the procedure to clip three-dimensional planes against a regular parallelepiped by extending SutherlandHodgeman algorithm for polygon clipping. 11.(A) explain the depth-buffer (z-buffer)algorithm for hidden surface removal (B) explain the procedure to compute the z-values in two successive scan lines. 12.;(A) explain how the linear interpolation is implemented when the key-frame position of an object are given
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(B) describe linear list notation of animation languages. 13.find the transformation Av which aligns a given vector V with the vector K along the positive z-axis. 14.(A)distinguish between object-space and image space methods of visible surface detection algorithms. give examples for each. (B)given points P(1,2,0) , P(3,6,20) P(2,4,6) and a view point C(0,0,-10), determine which points obscure the others when viewed from C. 15.(A)explain how the simple animation effects are achieved by look-up table entries. (B)give a brief note about graphical languages for animation. 16.given the plane parameters A,B,C and for all surfaces of an object , explain the procedure to determine whether any specified point is inside or outside the object. 17.find the matrix for mirror reflection with respect to the plane passing through the origin and having a normal vector whose direction is N=I+J+K. 18.(a)explain about the octree method for visible surface detection. (B)write an algorithm for back-face detection using a perspective projection to view visible faces of a convex polyhedron.

19. Describe in detail about the methods of controlling animation. 20.(A)explain how the acceleration effects are simulated in key frame systems. (B)give a brief note about I. Direct motion specification and Ii. Goal-directed systems.

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