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## Questions:-

Computer Graphics

PART-A

Questions Marks - 10

1.  Explain projection and differentiate parallel and perspective projections.

2.  Explain Depth-Buffer Method in detail. Solve by www.solvezone.in contact for more detail.

3. Write steps required to draw a line from point (x,y) to (x’,y’) using Bresenham’s line drawing algorithm.

4. How do I perform basic viewing in 3D?

5. How do I rotate a 2D point?

6.  How do I do a hidden surface test (backface culling) with 2D points?

7.  Describe clipping with its applications.

8. Give difference between Vector scan display and Raster scan display method.

PART- B

Case Detail:

1. Develop the transformation for finding the reflection point w.r.t. the line ax+by+c=0
2. Explain with examples the operation of segments.
1. The pyramid is defined by the coordinates A(0,0,0), B(1,0,0),C(0,1,0) and D(0,0,1) is rotated 90 degrees about the line L that has direction vector V= i +j +k and passing through the origin. Find the co-ordinates of rotated figure

PART- C

Question No: 1

A- Multidimensional surface

B- Extrovert surface

C- Subdivision surface

D- Introvert surface

Question No: 2

A spline is a type of:

A- Line

B- Angle

C- Curve

D- All of the above

Question No: 3

Which kind of models are made up of points, lines and faces?

A- Geometry surface

B- Polygonal

C- Introvert surface

D- Subdivision surface

Question No: 4

A transparency map is used to:

A- To get bush out of office

B- Cover the object so you can´t see it

C- All of the above

D- None of the above

Question No: 5

Output, which is made up of pictures, sounds, and video, is called.

A- COM

B- Hard copy

C- Graphics

D- Multimedia

Question No: 6

In “Utah” graphics, lights are simplified in order to approximate light/matter interaction with a minimum amount of work.  Which of the following is NOT true about the simplifications made in “Utah” graphics lights?

A- Light intensity and color are folded into one value.

B-  Lights are assumed to have zero size

C-  Spotlights can not be handled

D- Soft shadows can not be handled

Question No: 7

The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants.  Each piece of the Phong model uses different vectors and constants.  Which portion does NOT include taking a dot product?

A- Ambient

B- Diffuse

C- Specular

D- All of the above

Question No: 8

The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants.  Which piece of the Phong model is responsible for giving spheres their bright white spots?

1.  Ambient
2.  Diffuse
3.  Specular
4.  All of the above

Question No: 9

The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of constants.  Which of the following is NOT a vector needed for the Phong reflection model?

1.  Surface Normal
2.  Direction to Viewer
3.  Direction to Material Center
4.  Direction to Light

Question No: 10

In the Phong Reflection model, ambient light is the same everywhere.

1.  true
2.  false
3.  All of the above
4.  None of the above

Question No: 11

Tick mark (√) the most appropriate answer

Which of the following is NOT true about quaternions?

1.  They are made up of 4 numbers
2.  They should always be normalized to length 1
3.  They can be used to represent all affine transforms
4.  They can be used to define the rotation of an object.

Question No: 12

Which of the following does NOT figure into the Field of View of a pinhole camera?

1.  The direction of projection
2.  The distance from the center of projection to the projection plane
3.  The size of the projection plane
4.  All of the above

Question No: 13

This projection technique has the direction of projection perpendicular to the viewing plane, but the viewing direction is NOT perpendicular to one of the principle faces.

1.  Orthographic Parallel Projection
2.  Axonometric Parallel Projection
3.  Oblique Parallel Projection
4.  All of the above

Question No: 14

This projection technique does NOT have the direction of projection perpendicular to the viewing plane.

1.  Orthographic Parallel Projection
2.  Axonometric Parallel Projection
3.  Oblique Parallel Projection
4.  All of the above

Question No: 15

This projection technique has the direction of projection perpendicular to the viewing plane, and the viewing direction is perpendicular to one of the principle faces.

1.  Orthographic Parallel Projection
2.  Axonometric Parallel Projection
3.  Oblique Parallel Projection
4.  All of the above

Question No: 16

When transforming a random Axis-Aligned Bounding Box defined by the points (nearx, neary, nearz) and (farx, fary, farz) to the standard orthographic viewing box, which affine transforms are used?

1.  shear and translation
2.  rotation and scale
3.  scale and shear
4.  translation and scale

Question No: 17

In class, we discussed how the image of the Double Eagle Tanker was obtained for the large poster in the main hall of Sitterson.  It required rendering several perspective images using OpenGL.  Which of the following was NOT a step required in that process?

1.  handling projection planes non-orthogonal to the viewing direction
2.  cutting a single projection plane into many separate projection planes
3.  rotating the viewing direction to be the same as the –z direction
4.  handling several different centers of projection

Question No: 18

In OpenGL, there are several different matrices.  We have discussed two of them in class.  Which one of the below would be used in conjunction with a glRotatef function call?

1.  GL_MODELVIEW
2.  GL_PROJECTION
3.  All of the above
4.  None of the above

Question No: 19

In OpenGL, there are several different matrices.  We have discussed two of them in class.  Which one of the below would be used in conjunction with glFrustum?

1.  GL_MODELVIEW
2.  GL_PROJECTION
3.  All of the above
4.  None of the above

Question No: 20

Which of the following is the order that geometry operations are performed in OpenGL (where we read the order from left to right)?

1.  GL_PROJECTION ? GL_MODELVIEW ? Perspective division
2.  GL_MODELVIEW ? GL_PROJECTION ? Perspective division
3.  Perspective division ? GL_PROJECTION ? GL_MODELVIEW
4.  GL_MODELVIEW ? Perspective division ? GL_PROJECTION

Question No: 21

Bitmap graphics is--

1.  Resolution independent
2.  Graphical dependent
3.  Resolution dependent
4.  Graphical independent

Question No: 22

What is another name for bitmap graphics?

1.  Bitmap graphics
2.  Raster graphics
3.  Jpeg graphics
4.  png graphics

Question No: 23

What is another name for vector graphics?

1.  Spline
2.  Splines
3.  Raster
4.  Vector

Question No: 24

Vector graphics are--

1.  Jpeg
2.  Bitmap
3.  Resolution dependent
4.  Resolution independent

Question No: 25

Which of the following is a common size for digital video?

1.  720 pixels x 480 pixels
2.  800 pixels x 600 pixels
3.  1020 pixels x 480 pixels
4.  400 pixels x 300 pixels

Question No: 26

What is the RGB equivalent of the color red?

1.  0, 255, 0
2.  255, 0, 0
3.  255, 255, 0
4.  0, 0, 0

Question No: 27

An alpha channel determines:

1.  the viability of a bitmap image
2.  the transparency of a bitmap image
3.  the opacity of a bitmap image
4.  none of the above

Question No: 28

Standard 35mm film runs at what frame rate?

1.  24 fps
2.  35 fps
3.  29 fps
4.  12 fps

Question No: 29

After Effects, position, rotation, opacity and scale are examples of what?

1.  keyframe channel
2.  rotation channels
3.  animation channels
4.  opacity channels

Question No: 30

Which is an example of rendering?

1.  rendering
2.  taking all of the changes and showing them in a visible image
3.  taking all of the calculations from a program to make an image
4.  all of the above

Question No: 31

Which of the following is a method of compressing a movie?

1.  MPEG
2.  MOV
3.  encoding
4.  compressing

Question No: 32

Which kind of models are resolution independent?

1.  Z-axis
2.  NURBS
3.  polygonal
4.  tesselation

Question No: 33

The 3D Cartesian coordinate system adds which axis to the 2D axes?

1.  z-axis
2.  y-axis
3.  x-axis
4.  c-axis

Question No: 34

The 3D Cartesian coordinate system adds which axis to the 2D axes?

1.  z-axis
2.  y-axis
3.  x-axis
4.  c-axis

Question No: 35

Where do all three axes meet?

1.  side
2.  bottom
3.  top
4.  origin

Question No: 36

In the Phong reflection model, there are 3 constants (a, b, c) which are used to  describe the qualities of which of the following phenomena?

1.  The material reaction to ambient, diffuse and specular light (respectively)
2.  The amount to perturb reflection vectors as they are mirrored across the normal
3.  The size (in each dimension) which the light is assumed to have
4.  The attenuation of a point light source with distance

Question No: 37

when obtaining normals for a triangle, which of the following mathematical constructs is NOT used?

1.  Point-Point subtraction
2.  Vector dot products
3.  Vector cross products
4.  Vector normalization

Question No: 38

A touch screen is recommended for

1.  pressure-sensitive drawing and painting
2.  projects that track users
3.  program involving public input and simple tasks
4.  day-to-day computer work

Question No: 39

The transformation wherein the object is first rotated about x-axis and then about y-axis is

1.  instant
2.  rotation
3.  shearing
4.  tilting

Question No: 40

The sizes of graphics files for use on the web are reduced using

1.  Compression
2.  Depression
3.  mpression
4.  Compilation

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January 29, 2015