Explain Projection and Differentiate Parallel and Perspective Projections. |
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University | Amity blog |
Service Type | Assignment |
Course | |
Semester | |
Short Name or Subject Code | COMPUTER GRAPHICS |
Product | of Assignment (Amity blog) |
Pattern | Section A,B,C Wise |
Price | Click to view price |
COMPUTER GRAPHICS
PART A
S. No. Questions Marks - 10
1 Explain projection and differentiate parallel and perspective projections.
2 Explain Depth-Buffer Method in detail. Solve by www.solvezone.in contact for more detail.
3 Write steps required to draw a line from point (x,y) to (x’,y’) using Bresenham’s line drawing algorithm.
4 How do I perform basic viewing in 3D?
5 How do I rotate a 2D point?
6 How do I do a hidden surface test (backface culling) with 2D points?
8 Give difference between Vector scan display and Raster scan display method.
Answer:
PART B
Case Detail:
1. Develop the transformation for finding the reflection point w.r.t. the line ax+by+c=0
2. Explain with examples the operation of 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
PART C
Question No: 1
Which kind of models are made up only of quad polygons?
multidimensional surface
extrovert surface
subdivision surface
introvert surface
Question No: 2
A spline is a type of:
line
angle
curve
all of the above
Question No: 3
Which kind of models are made up of points, lines and faces?
geometry surface
polygonal
introvert surface
subdivision surface
Question No: 4
A transparency map is used to:
to get bush out of office
cover the object so you can't see it
All of the above
None of the above
Question No: 5
Output, which is made up of pictures, sounds, and video, is called.
COM
Hard copy
Graphics
Multimedia
Question No: 6
In “Utah” graphics, lights are simplified in order to approximate light/matter interaction with a minimum amount of work. Which of the following is NOT true about the simplifications made in “Utah” graphics lights?
Light intensity and color are folded into one value.
Lights are assumed to have zero size
Spotlights can not be handled
Soft shadows can not be handled
Question No: 7
The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants. Each piece of the Phong model uses different vectors and constants. Which portion does NOT include taking a dot product?
Ambient
Diffuse
Specular
All of the above
Question No: 8
The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants. Which piece of the Phong model is responsible for giving spheres their bright white spots?
Ambient
Diffuse
Specular
All of the above
Question No: 9
The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants. Which of the following is NOT a vector needed for the Phong reflection model?
Surface Normal
Direction to Viewer
Direction to Material Center
Direction to Light
Question No: 10
In the Phong Reflection model, ambient light is the same everywhere.
true
false
All of the above
None of the above
Question No: 11
Answer all questions.
Tick mark (√) the most appropriate answer
Which of the following is NOT true about quaternions?
They are made up of 4 numbers
They should alw
ys be normalized to length 1
They can be used to represent all affine transforms
They can be used to define the rotation of an object.
Question No: 12
Which of the following does NOT figure into the Field of View of a pinhole camera?
The direction of projection
The distance from the center of projection to the projection plane
The size of the projection plane
All of the above
Question No: 13
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.
Orthographic Parallel Projection
Axonometric Parallel Projection
Oblique Parallel Projection
All of the above
Question No: 14
This projection technique does NOT have the direction of projection perpendicular to the viewing plane.
Orthographic Parallel Projection
Axonometric Parallel Projection
Oblique Parallel Projection
All of the above
Question No: 15
This projection technique has the direction of projection perpendicular to the viewing plane, and the viewing direction is perpendicular to one of the principle faces.
Orthographic Parallel Projection
Axonometric Parallel Projection
Oblique Parallel Projection
All of the above
Question No: 16
When transforming a random Axis-Aligned Bounding Box defined by the points (nearx, neary, nearz) and (farx, fary, farz) to the standard orthographic viewing box, which affine transforms are used?
shear and translation
rotation and scale
scale and shear
translation and scale
Question No: 17
In class, we discussed how the image of the Double Eagle Tanker was obtained for the large poster in the main hall of Sitterson. It required rendering several perspective images using OpenGL. Which of the following was NOT a step required in that process?
handling projection planes non-orthogonal to the viewing direction
cutting a single projection plane into many separate projection planes
rotating the viewing direction to be the same as the –z direction
handling several different centers of projection
Question No: 18
In OpenGL, there are several different matrices. We have discussed two of them in class. Which one of the below would be used in conjunction with a glRotatef function call?
GL_MODELVIEW
GL_PROJECTION
All of the above
None of the above
Question No: 19
In OpenGL, there are several different matrices. We have discussed two of them in class. Which one of the below would be used in conjunction with glFrustum?
GL_MODELVIEW
GL_PROJECTION
All of the above
None of the above
Question No: 20
Which of the following is the order that geometry operations are performed in OpenGL (where we read the order from left to right)?
GL_PROJECTION ? GL_MODELVIEW ? Perspective division
GL_MODELVIEW ? GL_PROJECTION ? Perspective division
Perspective division ? GL_PROJECTION ? GL_MODELVIEW
GL_MODELVIEW ? Perspective division ? GL_PROJECTION
Question No: 21
Bitmap graphics is--
Resolution independent
Graphical dependent
Resolution dependent
Graphical independent
Question No: 22
What is another name for bitmap graphics?
Bitmap graphics
Raster graphics
Jpeg graphics
png graphics
Question No: 23
What is another name for vector graphics?
Spline
Splines
Raster
Vector
Question No: 24
Vector graphics are--
Jpeg
Bitmap
Resolution dependent
Resolution independent
Question No: 25
Which of the following is a common size for digital video?
720 pixels x 480 pixels
800 pixels x 600 pixels
1020 pixels x 480 pixels
400 pixels x 300 pixels
Question No: 26
What is the RGB equivalent of the color red?
0, 255, 0
255, 0, 0
255, 255, 0
0, 0, 0
Question No: 27
An alpha channel determines:
the viability of a bitmap image
the transparency of a bitmap image
the opacity of a bitmap image
none of the above
Question No: 28
Standard 35mm film runs at what frame rate?
24 fps
35 fps
29 fps
12 fps
Question No: 29
After Effects, position, rotation, opacity and scale are examples of what?
keyframe channel
rotation channels
animation channels
opacity channels
Question No: 30
Which is an example of rendering?
rendering
taking all of the changes and showing them in a visible image
taking all of the calculations from a program to make an image
all of the above
Question No: 31
Which of the following is a method of compressing a movie?
MPEG
MOV
encoding
compressing
Question No: 32
Which kind of models are resolution independent?
z-axis
NURBS
polygonal
tesselation
Question No: 33
The 3D Cartesian coordinate system adds which axis to the 2D axes?
z-axis
y-axis
x-axis
c-axis
Question No: 34
The 3D Cartesian coordinate system adds which axis to the 2D axes?
z-axis
y-axis
x-axis
c-axis
Question No: 35
Where do all three axes meet?
side
bottom
top
origin
Question No: 36
In the Phong reflection model, there are 3 constants (a, b, c) which are used to
describe the qualities of which of the following phenomena?
The material reaction to ambient, diffuse and specular light (respectively)
The amount to perturb reflection vectors as they are mirrored across the normal
The size (in each dimension) which the light is assumed to have
The attenuation of a point light source with distance
Question No: 37
when obtaining normals for a triangle, which of the following mathematical constructs is NOT used?
Point-Point subtraction
Vector dot products
Vector cross products
Vector normalization
Question No: 38
A touch screen is recommended for
pressure-sensitive drawing and painting
projects that track users
program involving public input and simple tasks
day-to-day computer work
Question No: 39
The transformation wherein the object is first rotated about x-axis and then about y-axis is
instant
rotation
shearing
tilting
Question No: 40
The sizes of graphics files for use on the web are reduced using
Compression
Depression
mpression
Compilation