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Amity Solved Assignment of Computer Graphics

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Computer Graphics

 

PART A

 

 

 

S. No.  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

PART C

Question No: 1

Which kind of models are made up only of quad polygons?

   

multidimensional surface

extrovert surface

subdivision surface

introvert surface

 
   

Question No: 2

A spline is a type of:

   

line

angle

curve

all of the above

 
   

Question No: 3

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

   

geometry surface

polygonal

introvert surface

subdivision surface

 
   

Question No: 4

A transparency map is used to:

   

to get bush out of office

cover the object so you can't see it

All of the above

None of the above

 
   

Question No: 5

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

   

COM

Hard copy

Graphics

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?

   

Light intensity and color are folded into one value.

Lights are assumed to have zero size

Spotlights can not be handled

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?

   

Ambient

Diffuse

Specular

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?

   

Ambient

Diffuse

Specular

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?

   

Surface Normal

Direction to Viewer

Direction to Material Center

Direction to Light

 
   

Question No: 10

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

   

true

false

All of the above

None of the above

 
   

Question No: 11

Answer all questions.

Tick mark (√) the most appropriate answer

 

                             Which of the following is NOT true about quaternions?

 

 

   

They are made up of 4 numbers

They should alw

ys be normalized to length 1

They can be used to represent all affine transforms

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?

   

The direction of projection

The distance from the center of projection to the projection plane

The size of the projection plane

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.

   

Orthographic Parallel Projection

Axonometric Parallel Projection

Oblique Parallel Projection

All of the above

 
   

Question No: 14

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

   

Orthographic Parallel Projection

Axonometric Parallel Projection

Oblique Parallel Projection

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.

   

Orthographic Parallel Projection

Axonometric Parallel Projection

Oblique Parallel Projection

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?

   

shear and translation

rotation and scale

scale and shear

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?

   

handling projection planes non-orthogonal to the viewing direction

cutting a single projection plane into many separate projection planes

rotating the viewing direction to be the same as the –z direction

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?

   

GL_MODELVIEW

GL_PROJECTION

All of the above

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?

   

GL_MODELVIEW

GL_PROJECTION

All of the above

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)?

   

GL_PROJECTION ? GL_MODELVIEW ? Perspective division

GL_MODELVIEW ? GL_PROJECTION ? Perspective division

Perspective division ? GL_PROJECTION ? GL_MODELVIEW

GL_MODELVIEW ? Perspective division ? GL_PROJECTION

 
   

Question No: 21

 Bitmap graphics is--

   

Resolution independent

Graphical dependent

Resolution dependent

Graphical independent

 
   

Question No: 22

What is another name for bitmap graphics?       

   

Bitmap graphics

Raster graphics

Jpeg graphics

png graphics

 
   

Question No: 23

What is another name for vector graphics?

   

Spline

Splines

Raster

Vector

 
   

Question No: 24

Vector graphics are--

   

Jpeg

Bitmap

Resolution dependent

Resolution independent

 
   

Question No: 25

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

   

720 pixels x 480 pixels

800 pixels x 600 pixels

1020 pixels x 480 pixels

400 pixels x 300 pixels

 
   

Question No: 26

What is the RGB equivalent of the color red?

   

0, 255, 0

255, 0, 0

255, 255, 0

0, 0, 0

 
   

Question No: 27

An alpha channel determines:    

   

the viability of a bitmap image

the transparency of a bitmap image

the opacity of a bitmap image

none of the above

 
   

Question No: 28

Standard 35mm film runs at what frame rate?

   

24 fps

35 fps

29 fps

12 fps

 
   

Question No: 29

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

   

keyframe channel

rotation channels

animation channels

opacity channels

 
   

Question No: 30

Which is an example of rendering?        

   

rendering

taking all of the changes and showing them in a visible image

taking all of the calculations from a program to make an image

all of the above

 
   

Question No: 31

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

   

MPEG

MOV

encoding

compressing

 
   

Question No: 32

Which kind of models are resolution independent?

   

z-axis

NURBS

polygonal

tesselation

 
   

Question No: 33

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

   

z-axis

y-axis

x-axis

c-axis

 
   

Question No: 34

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

   

z-axis

y-axis

x-axis

c-axis

 
   

Question No: 35

Where do all three axes meet?  

   

side

bottom

top

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?

   

The material reaction to ambient, diffuse and specular light (respectively)

The amount to perturb reflection vectors as they are mirrored across the normal

The size (in each dimension) which the light is assumed to have

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?

   

Point-Point subtraction

Vector dot products

Vector cross products

Vector normalization

 
   

Question No: 38

A touch screen is recommended for

   

pressure-sensitive drawing and painting

projects that track users

program involving public input and simple tasks

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

   

instant

rotation

shearing

tilting

 
   

Question No: 40

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

   

Compression

Depression

mpression

Compilation

 

 

 

Title:
Amity Solved Assignment of Computer Graphics (With Online Typing & Filling)
Short Name or Subject Code:  Computer Graphics
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University:  Amity
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Select Semester:  Semester- IV Select Cource:  B.C.A
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