JNTU
JNTU B.Tech III COMPUTER GRAPHICS Previous Question Paper (November/December - 2018 - R16)
Note: This question paper contains two parts A and B. Part A is compulsory which carries 25 marks. Answer all questions in Part A. Part B consists of 5 Units. Answer any one full question from each unit. Each question carries 10 marks.
Part A
List some of the input devices.
Answer
Common input devices include keyboards, mice, trackballs, spaceballs, joysticks, digitizers, light pens, touch panels, and image scanners.
Write the drawbacks of scan line algorithm.
Answer
The scan line algorithm has several drawbacks: it is computationally expensive to maintain active edge lists, it struggles with complex overlapping surfaces, and it requires significant memory to store edge information for each scan line, making it less efficient for dynamic scenes compared to Z-buffer methods.
Write the properties of homogeneous coordinates.
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Explain about 3D shear transformation.
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What is quadratic surface?
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Write the applications of Bezier splines.
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What is transparency?
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What are the advantages of back face detection method?
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What are the applications of computer animation?
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Explain about direct motion specification.
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Part B
Explain DDA scan algorithm in detail.
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Compare raster scan system and random scan system.
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Write midpoint ellipse drawing algorithm.
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Explain in detail the working principle of cathode ray tube.
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Write Sutherland Hodgeman algorithm.
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Prove that two rotation matrices are commute R1R2 = R2R1.
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Write Cyrus-beck line clipping algorithm.
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Explain about composite transformation.
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Explain 3D composite transformations for scaling, rotation.
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Derive the transformation matrix for Hermite curve.
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Compare parallel and perspective projections.
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Explain Bezier curves in detail.
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Explain z-buffering method for hidden surface detection.
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Explain about the specular reflection and the phong model.
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Explain about gourmand shading algorithm.
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Give a note on octree method for visible surface detection.
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Describe method to create image using iterated functions.
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Explain raster animation in detail.
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Explain key frame system in detail.
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Explain about the design of animation sequences.
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