five questions. 1.Line Drawing Using Bresenham's Algorithm:
o Use Bresenham’s line drawing
algorithm to draw a line from (2, 3) to (10, 7). Show all calculations and intermediate steps.
2.Circle Drawing Using Midpoint
Algorithm:
o Apply the midpoint circle algorithm to
draw a circle with a center at (5, 5) and a radius of 6. Provide the first eight points generated and the reflections in all octants.
3.2D Translation:
o Translate a triangle with vertices A(1,
2), B(4, 3), and C(3, 5) by 3 units along the x-axis and 2 units along the y-axis. Provide the new coordinates of the vertices.
4.2D Rotation:
o Rotate a point P(3, 4) by 45 degrees
about the origin. Use the rotation matrix and provide the new coordinates of the point. Assume counter-clockwise rotation. 5.2D Scaling:
o Scale a rectangle defined by the points
A(2, 2), B(6, 2), C(6, 4), and D(2, 4) by a factor of 2 along the x-axis and 3 along the y-axis. Provide the new coordinates of the rectangle.
6.3D Translation:
o Translate a point P(2, -3, 4) by 3 units
along the x-axis, -2 units along the y- axis, and 5 units along the z-axis. Provide the new coordinates of the point.
7.3D Rotation About Arbitrary Axis:
o Rotate a point P(3, 4, 5) by 60 degrees
around the axis defined by the vector
v=(1,1,0)\mathbf{v} = (1, 1, 0)v=(1,1,0). Use the appropriate rotation matrix and provide the new coordinates of the point. Simplify to a reasonable degree.
Section B: Numerical Problems on
Clipping, Curves, and Shading (60 Marks) Each question carries 10 marks. Answer any six questions. 1.Cohen-Sutherland Line Clipping Algorithm:
o Use the Cohen-Sutherland algorithm to
clip a line segment from P1(5, 5) to P2(15, 15) against a clipping window defined by x_min = 0, x_max = 10, y_min = 0, y_max = 10. Provide the clipped line segment coordinates. 2.Polygon Clipping Using Sutherland- Hodgman Algorithm:
o Clip a polygon with vertices A(1, 1),
B(9, 2), C(8, 8), D(2, 9) against a rectangular clipping window defined by x_min = 2, x_max = 7, y_min = 2, y_max = 7. Provide the vertices of the clipped polygon.
3.Bezier Curve Calculation:
o Calculate the coordinates of a Bezier
curve at t = 0.5 for control points P0(1,
1), P1(2, 3), P2(4, 3), and P3(3, 1). Use the Bezier curve formula and show all steps.
4.B-spline Curve Calculation:
o Determine the coordinates of a B-
spline curve at t = 0.5 for control points P0(1, 2), P1(2, 4), P2(4, 3), and P3(5, 2) using a quadratic B-spline basis function.
5.Z-Buffer Algorithm: o For a 3D scene, you have two triangles
defined by vertices T1: A(1, 1, 5), B(2,
2, 4), C(3, 1, 3) and T2: D(1, 1, 3), E(2, 2, 2), F(3, 1, 1). Use the Z-buffer algorithm to determine which triangle's color would be displayed at point (2, 1) on the screen. Show your calculations.
6.Texture Mapping:
o A texture map is to be applied to a
rectangle with vertices A(1, 1), B(4, 1), C(4, 3), and D(1, 3). The texture coordinates are TA(0, 0), TB(1, 0), TC(1, 1), and TD(0, 1). Determine the texture coordinates for a point P(2, 2) inside the rectangle. 7.Gouraud Shading:
o Given a triangle with vertices A(1, 2,
1) with color intensity 0.2, B(4, 6, 1) with color intensity 0.8, and C(7, 3, 1) with color intensity 0.5, use Gouraud shading to determine the color intensity at a point P(4, 4, 1) inside the triangle. Assume linear interpolation.
8.Phong Shading:
o For a point P on a surface, given the
normal vector N=(0,0,1)\mathbf{N} = (0, 0, 1)N=(0,0,1), light direction L=(1,1,1)\mathbf{L} = (1, 1, 1)L=(1,1,1), view direction V=(0,0,1)\mathbf{V} = (0, 0, 1)V=(0,0,1), and reflection coefficient ks=0.5k_s = 0.5ks=0.5, calculate the intensity of reflected light using the Phong reflection model. Assume shininess factor n=10n = 10n=10 and an ambient light intensity Ia=0.1I_a = 0.1Ia=0.1.
9.Reflection About Arbitrary Plane:
o Reflect a point P(3, 4, 5) about the
plane defined by x+y+z=1x + y + z = 1x+y+z=1. Provide the new coordinates of the reflected point.
10. Perspective Projection:
o Calculate the perspective projection of
a point P(3, 4, 5) onto the plane z = 0 from a viewpoint at (0,0,10)(0, 0, 10)(0,0,10). Use the perspective projection formula.