English 1st Sem
English 1st Sem
English 1st Sem
Part A
1. What do you mean by retracing? Define horizontal as well as vertical retracing.
Retracing: At the end of each scan line, the electron beam returns to the left side
of the screen to begin displaying the next scan line. Horizontal retrace The return
to the left of the screen, after refreshing each scan line. Vertical retrace
2. What are electroluminescent diplays?
The electroluminescent display or EL display is the most widely used flat type
display technology. Most popular display technologies like laser phosphor &
LED works on the principle of electroluminescence. When the display is supplied
with electrical energy, then semiconductor generates quantum of energy as well
as photons.
3. Write a brief notes on Light Pen
The light pen works by detecting the change in brightness of nearby pixels,
which indicates that the CRT's electron beam is scanning in that area; it then
sends the timing of this event to the computer, which then compares this
information to the timestamp of the last scan by the electron beam, allowing the
computer to infer the precise location of the pen.
4. What are the conditions for checking the sign of circle function in Midpoint circle Algorithm?
Boundary Condition : Whether the mid-point lies inside or outside the circle
can be decided by using the formula:- Given a circle centered at (0,0) and radius
r and a point p (x,y) F (p) = x2 + y2 – r2 if F (p)<0, the point is inside the circle F
(p)=0, the point is on the perimeter F (p)>0, the point is outside the circle
5. Where is Bitmap fonts stored?
Bitmapped Font, Bitmap Font: A character FONT in which each individual letter
form is stored as a table of PIXELS (a picture), in contrast to an OUTLINE FONT
where each character is stored as a set of lines or strokes (a description of how
to draw the character).
6. Illustrate the need of homogeneous coordinates?
“Point clipping is a process which is used to define the point position.” The
point is either inside the view pane (window) or outside the view pane.
Pre-requisites: Graphics are defined as any sketch or a drawing or a special network that
pictorially represents some meaningful information. Computer Graphics is used where a set of
images needs to be manipulated or the creation of the image in the form of pixels and is drawn
on the computer. Computer Graphics can be used in digital photography, film, entertainment,
electronic gadgets, and all other core technologies which are required. It is a vast subject and
area in the field of computer science. Computer Graphics can be used in UI design, rendering,
geometric objects, animation, and many more.
Presentation graphics provides predefined backgrounds and simple page layouts to help in the
creation of slides. These slides can be moved automatically within seconds.
Slides:
Slides mean we have text, graphics, audio clips, video clips, animations, and other effects
Presentation graphics is also known as Presentation Software. The best example of
presentation graphics is Microsoft PowerPoint.
In recent days we have a new presentation tool that is: our Web browser and that is for
creating Web pages, like Microsoft’s FrontPage and Adobe’s PageMill.
Uses:
Presentation graphics programs are mainly concerned with the display of graphs and charts but
now allow users to attach anything from text to animations. When Compared to other
programs like Excel, PowerPoint follows a slideshow format.
Applications:
In the following areas we can use presentation software:
Google Slides
Microsoft Office
WPS Office
Photo Slideshow with Music
Advantages:
Less Cost: The cost is low to use presentation software
Logical Ideas: Tables and graphs are used to represent information then a logical order is
created to give a clear idea for viewers.
Acceptability: By using this busy person can easily get an idea about the topic.
Disadvantages:
Time-taking process. It needs more time to prepare.
Data can sometimes be lost.
Errors and Mistakes can occur during design.
14. Illustrate Digital Differential Analyzer Algorithm by generating a line
Digital Differential Analyzer Line Drawing Algorithm
1. Digital Differential Analyzer Line Drawing Algorithm Kasun Ranga Wijeweera 2. A
Straight Line Segment • A straight line segment in a scene is defined by the coordinate
positions for the end points of the segment. • The graphics system must first project the
end points to integer screen coordinates and determine the nearest pixel positions along
the line path between the two end points. • A computed line position of (11.48, 21.51), for
example, is converted to pixel position (11, 22). • This rounding of coordinate values to
integers causes all but horizontal and vertical lines to be displayed with a stair-step
appearance.
3. Line Equations • The Cartesian slope-intercept equation for a straight line is • m is the
slope of the line and b is the y intercept. • Given that the two end points of a line segment
are specified at positions (x0, y0) and (xend, yend), the values for the m and b can be
determined with the following calculations.
4. Line Equations… • For any given x interval δx along a line, corresponding y interval δy
can be computed as follows. • Similarly, the x interval δx corresponding to a specified δy
can be obtained as • Lines are plotted with pixels, and step size in the horizontal and
vertical directions are constrained by pixel separations. • Depending on the value of |m|,
axis of sampling should be selected. • |m| < 1, along the x-axis • |m| > 1, along the y-axis
5. DDAAlgorithm • The digital differential analyzer (DDA) is line drawing algorithm based
on calculating either δy or δx. • A line is sampled at unit intervals in one coordinate and
the corresponding integer values nearest the line path are determined for the other
coordinate.
6. DDAAlgorithm…
7. DDAAlgorithm… • The DDA algorithm is a faster method for calculating pixel positions
than one directly implements y = m * x + c. • The accumulation of round-off error in
successive additions of the floating-point increment, however, can cause the calculated
pixel positions to drift away from the true path for long line segments. • The rounding
operations and floating-point arithmetic in this procedure are still time consuming.
To chooses the next one between the bottom pixel S and top pixel T.
If S is chosen
We have xi+1=xi+1 and yi+1=yi
If T is chosen
d i=△x (2 (xi+1)+2b-2yi-1)
=2 △xy i-2△y-1△x.2b-2yi△x-△x
di=2△y.xi-2△x.yi+c
Where c= 2△y+△x (2b-1)
We can write the decision variable d i+1 for the next slip on
d i+1=2△y.xi+1-2△x.yi+1+c
di+1-di=2△y.(xi+1-xi)- 2△x(yi+1-yi)
Since x_(i+1)=xi+1,we have
d i+1+di=2△y.(xi+1-xi)- 2△x(yi+1-yi)
Special Cases
If chosen pixel is at the top pixel T (i.e., d i≥0)⟹ yi+1=yi+1
di+1=di+2△y-2△x
If chosen pixel is at the bottom pixel T (i.e., d i<0)⟹ yi+1=yi
di+1=di+2△y
Finally, we calculate d1
d1 =△x[2m(x1+1)+2b-2y1-1]
d1=△x[2(mx1+b-y1)+2m-1]
Rotation Definition
Rotation means the circular movement of an object around a centre. It is possible to rotate different
shapes by an angle around the centre point. Mathematically, a rotation means a map. All the rotations
around a fixed point that make a group under a structure are called the rotation group of a unique space.
When coming to the three-dimensional shapes, we can turn or rotate the objects about an infinite
number of imaginary lines known as rotational axes. Now one might have the question of what the
rotation of axes is? Here is the answer. The rotations around X, Y and Z axes are known as the principal
rotations. The rotations around any axis can be performed by taking the rotation around the X-axis,
followed by the Y-axis and then finally the z-axis.
y = r sin v -- (2)
x' = r cos (v + θ)
y' = r sin (v + θ)
If we take the help of a 2 x 2 rotation matrix to denote (3) and (4) we get,
cosθ −sinθ
Thus,⎣
3 The distance of the object from the The distance of the object from
center of projection is infinite. the center of projection is finite.
Part C
22. Explain the working of Cathode Ray Tube with suitable diagram.
The diagram given below shows the internal structure of the CRT
Definition: Cathode ray tube, CRT is the heart of CRO which produces
images when electron beam from the back of the tube strikes the fluorescent
screen with sufficient energy. CRT technique is used in traditional televisions
and computer monitors.
Constructional details of Cathode Ray Tube
CRT consist of the following parts:
3. Electron gun
4. Deflection plate assembly
5. Glass envelope
6. Fluorescent screen
7. Base, for connections
A sharply focused beam is produced by the electron gun assembly. This high-
velocity beam strikes fluorescent screen thus causing a luminous spot on the
screen.
The two electrostatic deflection plates deflect the accelerated beam by the
application of voltage. This applied voltage moves the beam vertically up and
down and horizontally from one side to other.
These two movements are independent of each other which causes the beam to
be positioned anywhere on the screen.
Working of Cathode Ray Tube :
The main parts of CRT are responsible for the working of it that is explained
below-
Electron gun
The electron gun is the main source of focused accelerated electron beam.
It consists of a heater, a cathode, pre-accelerating anode, accelerating anode
which emits electrons and forms them into a beam.
The cathode is heated indirectly from which electrons are emitted. To obtain
high emission of electrons at a moderate temperature a layer of barium and
strontium oxide is deposited at the end of the cathode.
An indirectly heated cathode requires current and voltage value 600 mA at 6.3
V. In case of a highly efficient system the value is 300 mA at 6.3 V.
The emitted electrons further pass through a small hole present in the control
grid. The control grid is basically a nickel cylinder of aperture 0.5. It is a low
permeability steel material. The intensity by which beam of electron moves
depends entirely on the electron emitted from the cathode. The number of
electrons emitted from the cathode is controlled by the grid.
A positive high potential is applied at the pre-accelerating anode by which
the beam gets accelerated. This high positive potential is about 1500 V.
Focusing anode helps in focusing the electron beam and is connected with a
lower adjustable voltage of about 500 V.
The highly focused beam moves towards vertical and horizontal deflection
plates after which it reaches to fluorescent screen.
Focusing of an electron beam is accomplished by two methods- Electrostatic
focusing and Electromagnetic focusing.
Let us now discuss electrostatic focusing in detail
Electrostatic Deflection
The figure shown below describes the general arrangement for electrostatic
deflection.
A polygon can be clipped by processing its boundary as a whole against each window edge. This
is achieved by processing all polygon vertices against each clip rectangle boundary in turn.
beginning with the original set of polygon vertices, we could first clip the polygon against the left
rectangle boundary to produce a new sequence of vertices. The new set of vertices could then be
successively passed to a right boundary clipper, a top boundary clipper and a bottom boundary
clipper, as shown in figure (l). At each step a new set of polygon vertices is generated and passed
to the next window boundary clipper. This is the fundamental idea used in the Sutherland -
Hodgeman algorithm.
The output of the algorithm is a list of polygon vertices all of which are on the visible side of a
clipping plane. Such each edge of the polygon is individually compared with the clipping plane.
This is achieved by processing two vertices of each edge of the polygon around the clipping
boundary or plane. This results in four possible relationships between the edge and the clipping
boundary or Plane. (See Fig. m).
1. If the first vertex of the edge is outside the window boundary and the second vertex of the
edge is inside then the intersection point of the polygon edge with the window boundary
and the second vertex are added to the output vertex list (See Fig. m (a)).
2. If both vertices of the edge are inside the window boundary, only the second vertex is
added to the output vertex list. (See Fig. m (b)).
3. If the first vertex of the edge is inside the window boundary and the second vertex of the
edge is outside, only the edge intersection with the window boundary is added to the
output vertex list. (See Fig. m (c)).
4. If both vertices of the edge are outside the window boundary, nothing is added to the
output list. (See Fig. m (d)).
Once all vertices are processed for one clip window boundary, the output list of vertices is clipped
against the next window boundary. Going through above four cases we can realize that there are
two key processes in this algorithm.
One way of determining the visibility of a point or vertex is described here. Consider that two
points A and B define the window boundary and point under consideration is V, then these three
points define a plane. Two vectors which lie in that plane are AB and AV. If this plane is considered
in the xy plane, then the vector cross product AV x AB has only a component given by
The sign of the z component decides the position of Point V with respect to window boundary.
If z is:
Example :- For a polygon and clipping window shown in figure below give the list of vertices after
each boundary clipping.
Solution:- Original polygon vertices are V1, V2, V3, V4, and V5. After clipping each boundary the
new vertices are as shown in figure above.
24. Describe Constructive Solid Geometry Methods and Sweep Representation in detail.
Example of torus designed using a rotational sweep. The periodic spline cross
section is rotated about an axis of rotation specified in the plane of the cross
section.
Implicit/mathematical definition. Difficult to implement.
A topographic map of Marfa, Texas. Topographical maps are the most common
utilization of isolinear plots.
Volume Rendering
Project the data into 2D using ray casting, but the 2D value can be some function of
the values along that ray.
Examples:
Max/min values
Accumulate the opacity of points until it reaches 1 or the ray passes through (X-
rays).
25. Explain the importance of key frame in Animation
keyframing:
In the early days of animation, each frame of a production had to be drawn by hand.
Now animators can save hours or even weeks or months of work by using digital
keyframe animation to identify different elements of a graphic and choose how those
elements will move or change over time. To create an action in a digital animation
sequence, you first need to define the start and end points for that action. These
markers are called keyframes, and they’re used as anchor points for actions in all
different types of animation programs, including Adobe After Effects, Animate, and
Character Animator.
Keyframe animation basics.
Imagine you want a circle to bounce like a ball across your screen or frame of video.
To animate the ball moving from one position to another, set the first keyframe on
your animation timeline where you want the ball to start and a new keyframe further
along the timeline where you’d like it to land.
Changes you can make with keyframes.
You can trigger more than just position changes with keyframes. Each quality of an
animated object that you can adjust with keyframes is called a parameter. These
include things like Anchor Point, Position, Scale, Rotation, and Opacity. For
movement-based changes like Position or Rotation, you can adjust the parameter
values before placing your keyframes by simply clicking and dragging the object.
Types of keyframe interpolations.
The interpolation method is the manner in which you would like the action or
movement to be performed. A Bezier or “easing” movement is often a good option
because it mimics natural movement well. The object will ease out of the original
position and ease into the final position by varying degrees depending on the look
you’re going for.
Linear interpolation: This default creates an even, almost robotic change.
Hold interpolation: This change occurs suddenly at the next keyframe.
Bezier or Ease interpolation: This change is based on a movement curve that
you can manually adjust.
CINEMATIC VISUAL EFFECTS AND MOTION GRAPHICS.
Computer Art: Using computer graphics we can create fine and commercial art which
include animation packages, paint packages. ...
Computer Aided Drawing: ...
Presentation Graphics: ...
Entertainment: ...
Education: ...
Training: ...
Visualisation: ...
Image Processing:
2. What is pixel?
Pixels are the smallest unit in a digital display. Up to millions of pixels make up an image
or video on a device's screen. Each pixel comprises a subpixel that emits a red, green and
blue (RGB) color, which displays at different intensities.
3. Write notes on various software standards.
Standard software is the term used to describe all software products that cover a clearly
defined area of application and can be used in their entirety without any further
adjustments when purchased.
4. What is the equation for calculating the first decesion parameter in Bresenham's Line Drawing
Algorithm?
2.1 slope(m) > 1. 2.2 slope(m) = 1. According to slope Decision Parameter is calculated,
which is used to make decision for selection of next pixel point in both the phases.
5. Define Serif Type font?
A typeface or "font family" making use of serifs is called a serif typeface (or serifed typeface), and a
typeface that does not include them is sans-serif.
6. What is concatenation?
It is often necessary to join text strings together in a program to make a new text
string. This is called concatenation.
7. Difference between window and viewport.
The window, in effect, defines the portion of the graph that is to be displayed in
world coordinates, and the viewport specifies the area on the device on which the
image is to appear.
8. What are the conditions for point clipping?
Point Clipping Algorithm:
To chooses the next one between the bottom pixel S and top pixel T.
If S is chosen
We have xi+1=xi+1 and yi+1=yi
If T is chosen
d i=△x (2 (xi+1)+2b-2yi-1)
=2 △xy i-2△y-1△x.2b-2yi△x-△x
di=2△y.xi-2△x.yi+c
Where c= 2△y+△x (2b-1)
We can write the decision variable d i+1 for the next slip on
d i+1=2△y.xi+1-2△x.yi+1+c
di+1-di=2△y.(xi+1-xi)- 2△x(yi+1-yi)
Since x_(i+1)=xi+1,we have
d i+1+di=2△y.(xi+1-xi)- 2△x(yi+1-yi)
Special Cases
If chosen pixel is at the top pixel T (i.e., d i≥0)⟹ yi+1=yi+1
di+1=di+2△y-2△x
If chosen pixel is at the bottom pixel T (i.e., d i<0)⟹ yi+1=yi
di+1=di+2△y
Finally, we calculate d1
d1 =△x[2m(x1+1)+2b-2y1-1]
d1=△x[2(mx1+b-y1)+2m-1]
This algorithm is used in computer graphics to define the coordinates needed for rasterizing
the circle. The midpoint circle drawing algorithm helps us to perform the generalization of conic
sections. Bresenham’s circle drawing algorithm is also extracted from the midpoint circle
drawing algorithm. In the algorithm, we will use the 8-way symmetry property.
In this algorithm, we define the unit interval and consider the nearest point of the circle
boundary in each step.
Let us assume we have a point a (p, q) on the boundary of the circle and with r radius satisfying
the equation fc (p, q) = 0
In the figure, we calculate the mid-point (m). The midpoint appears between qk and qk -1.
The currentposition of the pixel = pk +1
The next position of the pixel = (pk +1, qk) and (pk +1, qk - 1)
Now, we will calculate the decision parameter (dk)
dk = (pk +1, qk – 1/2)
Now, we replace all the values with equation (1)
dk = (pk +1)2 + (qk – 1/2)2 – r2 ……………………………………
(2)
Now, there should be two conditions.
Condition 1: If
dk is negative
then
The midpoint (m) is inside the circle boundary
Condition 2: If
dk is positive
then
The midpoint (m) is outside the circle boundary
Now, we find the next point of x coordinates. Then,
Pk+1 +1 = Pk+2
Now, we replace all the value of equation (2) with (k+1). We get-
dk+1 = (pk+1 +1)2 + (qk+1 – 1/2)2 – r2 ……………………………. (3)
Now, we will find the difference between
dk+1 – dk = {(pk+1 +1)2 + (qk+1 – 1/2)2 – r2} – {(pk +1)2 + (qk – 1/2)2 – r2}
= dk +(2pk +1) + (qk+12 – qk2) – (qk+1 – qk) +1 …………………… (4)
Here, If
dk isnegativethen dk+1
then
2pk+1 +1
Otherwise
2pk+1 +1 – 2qk+1
Now, the next coordinate for x and y points
2pk+1 = 2pk +2
2qk+1 = 2qk –2
Now, the initial decision parameter (d0) at the position (p, q) = (0, r)
We put (0, r) in circle equation and we get-
d0 = (1, r – 1/2)
= (1 + (r –1/2)2 –r2)
= 5/4 –r
We only take integer value = 1 – r
16. Explain any two basic transformations.
Types of Transformations
There are various types of transformations in computer graphics through which an image can be
processed, edited ad altered. Some basic and most commonly used types of these transformations
are:
1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shearing
Translation
Translation refers to a technique in which a point is shift from one place to another, whose distance
is known.
Consider a point A(x1, y1) be shifted to another point B (x2, y2). Now we only know the shifting
distance tx along x-axis and ty along y-axis.
Now, the new coordinates (x2, y2) can be calculated as:
x2 = x 1 + tx
y2 = y1 + ty
For example:
Suppose we want to shift a point with coordinates at A(30,100) and distance along x-axis is 10 units
and 20 units along y-axis.
Using translation:
Here tx = 10 ;
and ty = 20
New coordinates A’ (x2, y2):
x2 = 30 + 10 = 130
y2 = 100 + 20 = 120
The point will be shifted to A’ (130, 120 ).
Rotation
Rotation refers to mathematical operation in which the graphical object is rotated about an angle
(θ) to the axis.
Rotation is of two types: anti-clockwise and clockwise rotation.
Suppose we want to rotate a point with coordinates A (x1, y1) clockwise through an angle θ about
the origin
Then the new coordinates A’ (x2, y2):
x2 = x1 cosθ + y1 sinθ
y2 = x1 sinθ - y1 cosθ
Scaling
Scaling refers to a mathematical rule applied to change the size of the image.
If the value of scaling factors is negative, the size is decreased and when the value is positive, the
size of the image is increased.
Suppose the point with coordinates A (x1, y1) is to be scaled by a factor sx along the x-axis and sy along
the y-axis.
Hence the new coordinates after scaling will be:
x2 = x 1 x s x
y 2 = y 1 x sy
Translation, rotation and scaling are termed as basic translations.
Other Transformations
The other two transformation techniques are as follows,
Reflection
Reflection refers to the mirror image of the original graphical object. It is an 180 o rotation
operation.
Reflection can be done about following ways:
x-axis
y-axis
the origin and
A plane perpendicular to the origin
Shearing
Shearing is a transformation in which the shape of the object is slanted about the axis.
In y-shearing:
The new-coordinates will be:
x' = x
y' = y + sy x
In x-shearing:
The new-coordinates will be:
x' = x + s x y
y' = y
17. Discuss the various text clipping methods.
18. Explain Polygon Surfaces in detail.
19. Briefly explain CSG with the help of figures.
20. Explain various computer animation languages.
21. What is morphing?
Part C
22. Discuss about various flat panel displays.
23. Discuss the various interactive picture construction techniques.
24. Explain Sweep representation and CSG in Detail with proper figures.
25. List and explain various motions specification in computer animation.