Pokhara University
Bachelor of Engineering in Computer Engineering
Semester 3 · PU Spring 2023
Course Title: Computer Graphics
Full Marks: 100Pass Marks: 45Time: 3hrs.
Candidates are required to give their answers in their own words as far as practicable.
- 1.15
- a) Define computer graphics with its type. How has the evolution of computer graphics technology impacted the gaming industry in terms of realism and player immersion?
- b) Graphical systems are composed of DAC and Frame Buffer organization. Why? Explain the working principle of Data gloves with example.
- 2.15
- a) How much time is spent scanning across each row of pixels during screen refresh on a raster system with a resolution of 1280 by 1024 and a refresh rate of 60 frames per second?
- b) Why Circle and Ellipse uses different point symmetry? Explain the mid-point circle generation algorithm by calculating its initial decision parameter.
- 3.15
- a) What is uniform scaling? Reflect an object (2, 3), (4, 3), (4,5) about line y=x +l.
- b) How is Scan line algorithm different from Flood fill algorithm for filling polygons? Explain.
- 4.15
- a) What do you understand by the term clipping? Explain the Cohen- Sutherland line clipping algorithm with suitable example.
- b) Why we need the machine independent graphical language? Explain two different graphical software standards.
- 5.15
- a) Define blobby objects with example. What is cubic Bezier curve? Derive the equation of Cubic Bezier curve.
- b) Why is it required to detect visible surfaces in 3D viewing and not in 2D? How is Back face detection approach different from Z Buffer approach for detecting visible surfaces? .. i ea
- 6.15
- a) Explain the 3D viewing pipeline. Briefly explain the significance of World coordinate system, Viewing coordinate system, Normalized viewing coordinate system and Device coordinate system in the viewing pipeline.
- b) What is illumination model? Differentiate between Phong Shading and Gouraud Shading.
- 7.
Write short notes on: (Any two) cS 2x5
- a) Specular Reflection _ se
- b) Parallel vs. Perspective Projection
- c) Area Subdivision Method 2
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