Bachelors Level/Second Year/Third Semester/Science csit/third semester/computer graphics/syllabus wise questions

B.Sc Computer Science and Information Technology

Institute of Science and Technology, TU

Computer Graphics (CSC214)

Year Asked: 2081, syllabus wise question

3D Objects Representation
1.
Differentiate between parallel projection and perspective projections. [5]
Illumination Models and Surface Rendering Techniques
1.
Describe any two basic illumination models. [5]
Introduction to OpenGL
1.
Explain any two functions in OpenGL. Write the basic commands to draw the pixel and polygon in OpenGL. [5]
Introduction to Virtual Reality
1.
Explain RGB color model. Differentiate between virtual reality and augmented reality with examples. Explain Binary Space Partitioning (BSP) trees with a suitable example. [10]
Scan Conversion Algorithm
1.
Derive the expression for Bresenham's Line Drawing algorithm. Trace the points in the line path with starting point (6, 12) and end point (10, 5) using Bresenham’s line drawing algorithm. [10]
2.
Plot the first octant of a circle centered at (-2, -2), having a radius of 5 units using the mid-point circle algorithm. [5]
Solid Modeling
1.
What do you mean by the refresh rate of a display device? Explain vector scan display with a suitable diagram. [5]
2.
Construct the Bezier curve with the following polygon vertices (control points): A(1,1), B(2,3), C(4,3), and D(6,4). [5]
3.
Write short notes on: a) Sweep Representation b) Intensity Attenuation [5]
Two-Dimensional Geometric Transformations
1.
Given a triangle with vertices A(2,3), B(5,5), C(4,3) by rotating 90 degrees about the origin and then translating two units in each direction. Use the homogeneous transformation matrix to find the new vertices of the triangle. [5]
Visible Surface Detections
1.
What is the major drawback of Sutherland Hodgeman Polygon Clipping Algorithm? Illustrate with a suitable example. Explain B-spline curve and its properties. [10]
2.
Compare the Scanline Method for Visible Surface Detection with the Depth Buffer Method. [5]