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Interactive Computer Graphics MCA Answers

This document contains information about interactive computer graphics including: Section A contains multiple choice questions about interactive computer graphics. Section B provides definitions and explanations of concepts like back-face detection, A-buffer method, and scan-line algorithm. Section C discusses 3D transformations, their properties, and types like translation, scaling, and rotation. The document also includes several links providing more details on topics like parallel vs perspective projection, cathode ray tubes, and Bresenham's line algorithm.

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0% found this document useful (0 votes)
40 views

Interactive Computer Graphics MCA Answers

This document contains information about interactive computer graphics including: Section A contains multiple choice questions about interactive computer graphics. Section B provides definitions and explanations of concepts like back-face detection, A-buffer method, and scan-line algorithm. Section C discusses 3D transformations, their properties, and types like translation, scaling, and rotation. The document also includes several links providing more details on topics like parallel vs perspective projection, cathode ray tubes, and Bresenham's line algorithm.

Uploaded by

VG Vishu
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Interactive Computer Graphics

Section A-:
Answer 1- A
Answer 2- B
Answer 3- A
Answer 4-A
Answer 5-C
Answer 6-B
Answer 7-D
Answer 8-A
Answer 9-B
Answer 10-A

Section B---------

Answer 1- https://www.educba.com/application-of-computer-graphics/

Answer 2-= https://www.tutorialspoint.com/difference-between-raster-scan-and-


random-scan#:~:text=Raster%20scan%20and%20random%20scan%20are%20two%20of%20the
%20most,constructed%20through%20an%20electron%20beam.

Answer 3-+= https://www.gatevidyalay.com/dda-algorithm-line-drawing-algorithms/

Answer 4-= A--Back-Face detection, also known as Plane Equation method, is an


object space method in which objects and parts of objects are compared to find out
the visible surfaces.
Let us consider a triangular surface that whose visibility needs to decided. The
idea is to check if the triangle will be facing away from the viewer or not.
If it does so, discard it for the current frame and move onto the next one. Each
surface has a normal vector.
If this normal vector is pointing in the direction of the center of projection,
then it is a front face and can be seen by the viewer.
If this normal vector is pointing away from the center of projection, then it is a
back face and can not be seen by the viewer.
1) Compute N for every face of object.
2) If (C.(Z component) < 0)
then a back face and don't draw
else
front face and draw
B--
A-Buffer method in computer graphics is a general hidden face detection mechanism
suited to medium scale virtual memory computers.
This method is also known as anti-aliased or area-averaged or accumulation buffer.
This method extends the algorithm of depth-buffer (or Z Buffer) method.
As the depth buffer method can only be used for opaque object but not for
transparent object, the A-buffer method provides advantage in this scenario.
Although the A buffer method requires more memory, but different surface colors can
be correctly composed using it.
Being a descendant of the Z-buffer algorithm, each position in the buffer can
reference a linked list of surfaces.
The key data structure in the A buffer is the accumulation buffer.

Each position in the A buffer has 2 fields :


1) Depth field
2) Surface data field or Intensity field
c--

Scan-Line Algorithm
Initialize Edge table with all edges with their corresponding endpoints.
Initialize Active edge table with all edges that are crossing by the current,
scanline in sorted order(increasing order of x)
Initialize a Polygon table with [Polygon Id, Plane equation, Color Information of
the surface, Flag of surface(on/off)].
Now, Repeat the following steps for all scanlines:
Input corresponding values in Active edge list in sorted order using Y-coordinate
as value.
Scan the polygon until the Flag=”on” using and do color_intensity=background color.
When one polygon’s Flag=”on”, then the corresponding polygon’s surface(Si) color
intensity will be inserted into the frame buffer(refresh buffer).
When two or more surfaced of polygons are overlapped and their Flag=”on” then find
out the depth of that corresponding region of polygons surfaces, and set the
Color_intensity=min[depth(S1), depth(S2)].
Use the concept of Coherence for remaining planes.

Answer 5-:
3-D Transformation: In very general terms a 3D model is a mathematical
representation of a physical entity that occupies space.
In more practical terms, a 3D model is made of a description of its shape and a
description of its color appearance.
3-D Transformation is the process of manipulating the view of a three-D object with
respect to its original position by modifying its physical attributes through
various methods
of transformation like Translation, Scaling, Rotation, Shear, etc.

Properties of 3-D Transformation:

Lines are preserved,


Parallelism is preserved,
Proportional distances are preserved.

Types of Transformations:

Translation
Scaling
Rotation
Shear
Reflection

Section c---_:+=

Answer 1- https://www.geeksforgeeks.org/difference-between-parallel-and-
perspective-projection-in-computer-graphics/

Answer 2- https://www.javatpoint.com/computer-graphics-cathode-ray-
tube#:~:text=Cathode%20Ray%20Tube%20(CRT)%3A&text=Once%20the%20electron%20heats
%20the,red%2C%20blue%20and%20green%20light.

Answer 3- https://www.javatpoint.com/computer-graphics-bresenhams-line-algorithm

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