JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY HYDERABAD
JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY HYDERABAD B. Tech III COMPUTER GRAPHICS Previous Question Paper (March - 2021 - R16)
Answer any five questions. All questions carry equal marks.
Main
Discuss in detail Bresenham’s Algorithm.
Answer
Bresenham's line algorithm is an efficient scan-conversion algorithm that determines the points of an n-dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is highly preferred in computer graphics because it uses only integer addition, subtraction, and bit shifting, avoiding expensive floating-point arithmetic.
- Initialization: Given endpoints (x1, y1) and (x2, y2), calculate Δx = |x2 - x1| and Δy = |y2 - y1|.
- Decision Parameter: The algorithm calculates a decision parameter p to determine which pixel is closer to the true line path. For the first step, the initial decision parameter is defined as: p₀ = 2Δy - Δx
- Iterative Step: For each x position along the line, starting at k=0:
- If pₖ < 0, the next pixel is (xₖ + 1, yₖ) and pₖ₊₁ = pₖ + 2Δy
- If pₖ ≥ 0, the next pixel is (xₖ + 1, yₖ + 1) and pₖ₊₁ = pₖ + 2Δy - 2Δx
- If pₖ < 0, the next pixel is (xₖ + 1, yₖ) and
Find the coordinates of pixels that lie on line segment having end points (5,8) and (2,4).
Answer
To find the pixels for the line segment from (5, 8) to (2, 4), we first swap the points to ensure we move from left to right: (x1, y1) = (2, 4) and (x2, y2) = (5, 8).
- Δx = 5 - 2 = 3
- Δy = 8 - 4 = 4
- 2Δy = 8, 2Δx = 6
- 2Δy - 2Δx = 2
- Initial decision parameter p₀ = 2Δy - Δx = 8 - 3 = 5
Since Δy > Δx, we iterate based on y:
| k | pₖ | (x, y) |
|---|---|---|
| 0 | 5 | (2, 4) |
| 1 | 5-6 = -1 | (3, 5) |
| 2 | -1+8 = 7 | (3, 6) |
| 3 | 7-6 = 1 | (4, 7) |
| 4 | 1-6 = -5 | (5, 8) |
The pixel coordinates are: (2, 4), (3, 5), (3, 6), (4, 7), (5, 8).
Write a note on various kinds of video display devices.
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Write boundary filling algorithm.
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Discuss the stages involved in 2D view transformation pipeline.
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Write polygon clipping algorithm.
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Explain Cohen Sutherland algorithm.
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Explain composite transformation for translation, scaling and rotation.
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Explain 3D viewing in detail.
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Derive the transformation matrix for Bezier curve.
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Derive the transformation matrix for rotation about an arbitrary axis.
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Explain classification of visibility surface detection algorithms.
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Explain about constant-intensity shading algorithm.
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Explain about the computer animation languages.
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Explain about the key frame system.
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