Zeal Polytechnic, Pune.: Second Year (Sy) Diploma in Computer Engineering Scheme: I Semester: Iii
Zeal Polytechnic, Pune.: Second Year (Sy) Diploma in Computer Engineering Scheme: I Semester: Iii
Zeal Polytechnic, Pune.: Second Year (Sy) Diploma in Computer Engineering Scheme: I Semester: Iii
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11819
22318
3 Hours / 70 Marks Seat No.
Marks
1. Attempt any FIVE of the following : 10
(a) Define :
(i) Pixel
(ii) Frame Buffer
(b) Give the characteristics of display adaptor.
(c) Explain Raster Scan.
(d) State two line drawing algorithms.
(e) List types of Polygon.
(f) List various polygon filling algorithms.
(g) Give matrix representation for 2D scaling.
[1 of 2] P.T.O.
22318 [2 of 2]
3. Attempt any THREE of the following : 12
(a) Explain stroke method and Bitmap method with example.
(b) Explain types of Parallel Projection with example.
(c) Write down Cohen-Sutherland Line clipping algorithm.
(d) Explain Koch curve with diagram.
a Define: 2M
(i)Pixel
(ii)Frame Buffer
A pixel may be defined as the smallest size object or color spot that can
be displayed and addressed on a monitor.
Frame Buffer
The frame buffer is the video memory (RAM) that is used to hold or
map the image displayed on the screen.
OR
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b Give the characteristics of display adaptor. 2M
Ans The characteristics of common display adapters are given in Table. The 2M for any
present-day display adapter supports all the modes of the preceding display relevant
adapters characteristi
cs
Ans In Raster scan, the electron beam from electron gun is swept horizontally 2 M for
across the phosphor one row at time from top to bottom. correct
The electron beam sweeps back and forth from left to right across the explanation
screen. The beam is on, while it moves from left to right. The beam is off,
when it moves back from right to left. This phenomenon is called the
horizontal retrace.
As soon as the beam reaches the bottom of the screen, it is turned off and is
rapidly retraced back to the top to start again. This is called the vertical
retrace.
Raster scan displays maintain the steady image on the screen by repeating
scanning of the same image. This process is known as refreshing of screen.
Bresenham’s Algorithm
The Bresenham algorithm is another line drawing algorithm which uses integer calculations
for drawing line.
Convex polygon
Concave polygon
Ans Let us assume that the original co-ordinates are (X, Y), the scaling factors are (SX, SY), and
2 M for
proper
the produced co-ordinates are (X', Y'). This can be mathematically represented as shown Matrix
below:
X'=X SX and Y' = Y SY
The scaling factor SX, SY scales the object in X and Y direction respectively. The above
equations can also be represented in matrix form as below:
X' X Sx 0
=
Y' Y 0 Sy
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Scan conversion is not required. Graphics primitives are specified in
terms of their endpoints and must be
scan converted into their
corresponding pixels in the frame
buffer.
Scan conversion hardware is not Because each primitive must be scan
required. converted real time dynamics is far
more computational and requires
separate scan conversion hardware.
Vector display draws continuous and Raster display can display
smooth lines. mathematically smooth lines,
polygons and boundaries of curves
primitives only by approximating
them with pixels on the raster grid.
Mathematical functions are used to Screen points/pixels are used to draw
draw an image. an image.
It does not user interlacing. It uses interlacing.
Editing is easy. Editing is difficult.
Cost is more Cost is low
Vector display only draws lines and Raster display has ability to display
characters. areas filled with solid colors or
patterns.
Resolution is good because this system Resolution is poor because raster
produces smooth lines drawings system in contrast produces zigzag
because CRT beam directly follows the lines that are plotted as discrete point
line path. sets.
Picture definition is stored as a set of Picture definition is stored as a set of
line drawing instructions in a display intensity values for all screen points,
file. called pixels in a refresh buffer area.
They are more suited to line drawing They are more suited to geometric
application e.g. CRO and pen plotter. area drawing applications e.g.
monitors, TV
It uses beam-penetration method. It uses shadow-mask method
b Explain and write steps for DDA line drawing algorithm. 4M
Ans This algorithm generates a line from differential equations of line and Explanation
hence the name DDA. 2M,
Algorithm
DDA algorithm is an incremental scan conversion method.
2M
A DDA is hardware or software used for linear interpolation of variables
over an interval between start and end point.
DDAs are used for rasterization of lines, triangles and polygons.
DDA method is referred by this name because this method is very similar
to the numerical differential equations. The DDA is a mechanical device
that solves differential equations by numerical methods.
Algorithm:
Scaling
Rotation
Scaling Transformation
Scaling means to change the size of object. This change can either
be positive or negative.
To change the size of an object, scaling transformation is used. In
the scaling process, you either expand or compress the dimensions of the
object.
Scaling can be achieved by multiplying the original co-ordinates of
the object with the scaling factor to get the desired result.
Let us assume that the original co-ordinates are (X, Y), the scaling
factors are (SX, SY), and the produced co-ordinates are (X', Y'). This can be
mathematically represented as shown below:
X'=X SX and Y' = Y SY
The scaling factor SX, SY scales the object in X and Y direction
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respectively. The above equations can also be represented in matrix form as
below:
X' X Sx 0
=
Y' Y 0 Sy
OR
P'=P S
Where, S is the scaling matrix.
If we provide values less than 1 to the scaling factor S, then we can reduce
the size of the object. If we provide values greater than 1, then we can
increase the size of the object.
Ans Many techniques are used to provide text clipping in a computer graphics. It depends on the Explanation
methods used to generate characters and the requirements of a particular application. There of 3 methods
are three methods for text clipping which are listed below − with
1) All or none string clipping diagrams 4
2) All or none character clipping marks
3) Text clipping
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In all or none string clipping method, either we keep the entire string or we
reject entire string based on the clipping window. As shown in the above
figure, Hello2 is entirely inside the clipping window so we keep it and Hello1
being only partially inside the window, we reject.
The following figure shows all or none character clipping –
This clipping method is based on characters rather than entire string. In this
method if the string is entirely inside the clipping window, then we keep it. If it
is partially outside the window, then −
You reject only the portion of the string being outside
If the character is on the boundary of the clipping window, then we discard that
entire character and keep the rest string.
The following figure shows text clipping –
This clipping method is based on characters rather than the entire string. In this
method if the string is entirely inside the clipping window, then we keep it. If it
is partially outside the window, then you reject only the portion of string being
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outside. If the character is on the boundary of the clipping window, then we
discard only that portion of character that is outside of the clipping window.
3 Attempt any THREE of the following: 12 M
2)BITMAP METHOD
Bitmap method is a called dot-matrix method as the name suggests this method use array
of bits for generating a character. These dots are the points for array whose size is
fixed.
In bitmatrix method when the dots is stored in the form of array the value 1 in array
represent the characters i.e. where the dots appear we represent that position with
numerical value 1 and the value where dots are not present is represented by 0 in array.
It is also called dot matrix because in this method characters are represented by an array
of dots in the matrix form. It is a two dimensional array having columns and rows.
A 5x7 array is commonly used to represent characters. However 7x9 and 9x13 arrays are
also used. Higher resolution devices such as inkjet printer or laser printer may use
character arrays that are over 100x100.
b Explain types of Parallel Projection with example. 4M
Ans Orthographic projection – the projection direction is a normal one to the plane and it is Orthographi
categorized as c projection
2 marks;
o Top projection
Oblique
o Front projection projection 2
o Side projection Marks
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Oblique projection – the projection direction is not a normal one to the plane; it gives a
better view and it is categorized as
o Cavalier projection
o Cabinet projection
Ans Step 1: Scan end points for the line P1(x1, y1) and P2(x2, y2) Correct
algorithm 4
Step 2: Scan corners for the window as (Wx1, Wy1) and (Wx2, Wy2) Marks
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Bit 4 - if (x < Wy1)
If region codes for both end points are zero then the line is visible, draw it and jump to
step 9.
If region codes for end points are not zero and the logical and operation of
them is also not zero then the line is invisible, reject it and jump to step 9.
If region codes for end points does not satisfies the condition in 4(i) and 4(ii)
then line is partly visible.
Step 5: Determine the intersecting edge of the clipping window by inspecting the
region codes for endpoints.
If region codes for both the end points are non-zero, find intersection points P1
and P2 with boundary edges of clipping window with respect to point P1 and P2.
If region code for any one end point is non zero then find intersection point P1
or P2 with the boundary edge of the clipping window with respect to it.
Step 6: Divide the line segments by considering intersection points.
Step 7: Reject the line segment if any of the end point of it appear outside the window.
Step 9: Exit
Ans Koch Curve: - In Koch curve, begin at a line segment. Divide it into third and replace the Description
3 Marks;
center by the two adjacent sides of an equilateral triangle as shown below.
Diagram 1
Mark
This will give the curve which starts and ends at same place as the original segment but is
built of 4 equal length segments, with each 1/3rd of the original length. So the new curve
has 4/3 the length of original segments. Repeat same process for each of the 4 segment
which will give curve more wiggles and its length become 16/9 times the original.
Suppose repeating the replacements indefinitely, since each repetition increases the length
by a factor of 4/3, the length of the curve will be infinite but it is folded in lots of tiny
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wiggles.
These images are not easily Easily scalable with the help of
scalable. formula.
b Consider line from (4, 4) to (12 9). Use Bresenham's algorithm to rasterize this line. 4M
ELSE x = x1 | y = y1 | end = x2
x = 4 | y = 4 | end = 12
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4 8 < 12 8=7+1 ELSE 2 = 8 + 2 * (5 - 8) x=8|y=6
6 10 < 12 10 = 9 + 1 IF 6 = -4 + 2 * 5 x = 10 | y = 7
7 11 < 12 11 = 10 + 1 ELSE 0 = 6 + 2 * (5 - 8) x = 11 | y = 8
8 12 < 12 12 = 11 + 1 ELSE -6 = 0 + 2 * (5 - 8) x = 12 | y = 9
c Use Cohen-Sutherland algorithm to clip two lines PI (40, 15) -- P2 (75. 45) and P3 4 M
(70, 20) — P4 (100, 10) against a window A (50, 10), B (80, 10). C(80, 40) &
D(50,40)
Ans Solution : Any
suitable
Line 1 : P1 (40, 15) - P2 (75, 45) Wxi = 50 Wy2 = 40 Wx2 = 80 Wy2 = 10 method can
be consider
Point Endeode ANDing Computatio
n for Line
P1 0001 0000 (Partially visible) 1: 2 Marks;
Computatio
P2 0000 n for Line 2
: 2 Marks
y1 = m(xL – x ) + y = (50-40)+15 m=
= 23.57
Hence:
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P4 0010
Slope m`= = =
Hence:
d Consider the square A (1, 0), B (0, 0), C (O, 1), D (1, I). Rotate the square ABCD by 4 M
45° anticlockwise about point A (1. 0).
Ans Matrix
formation 2
Marks;
Matrix
calculation
2 Marks
Here, = 45°, Xp =1 Yp = 0
[T1.R.T2 ]=
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Ans Specify a spline curve by giving a set of coordinate positions, called control points, Description
which indicates the general shape of the curve These, control points are then fitted 2 Marks;
with piecewise continuous parametric polynomial functions in one of two ways. Example/Di
agram 2
When polynomial sections are fitted so that the curve passes through each control
Marks
point, the resulting curve is said to interpolate the set of control points. On the other
hand, when the polynomials are fitted to the general control-point path without
necessarily passing through any control point, the resulting curve is said to
approximate the set of control points interpolation curves are commonly used to
digitize drawings or to specify animation paths. Approximation curves are primarily
used as design tools to structure object surfaces an approximation spline surface
credited for a design application. Straight lines connect the control-point positions
above the surface.
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5 Attempt any two of the following: 12 M
a Rotate a triangle defined by A(0,0), B(6,0), & C(3,3) by 900 about origin in anti-clock wise direction 6M
Ans The new position of point A (0, 0) will become A' (0,0) Matrix 2
The new position of point B (6,0) will become B' (0, 6) Marks
The new position of point C (3, 3) will become C' (-3, 3)
Correct
x' x cos –sin 0 answer 4
y' = y x sin cos 0
marks
' 1 0 0 1
0 0 1 0 1 0
6 0 1 x -1 0 0
3 3 1 0 0 1
0 0 1
= 0 6 1
-3 3 1
b Explain boundary fill algorithm with pseudo code. Also mention its limitations if any. 6M
Ans 4m
algorithm,
2m for
limitations
Limitations:
There is a problem with this technique. Consider the case following, where we tried to fill the
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entire region. Here, the image is filled only partially. In such cases, 4-connected pixels technique
cannot be used.
c obtain the curve parameters for drawing a smooth Bezier curve for the following points A(0,10), 6M
B(10,50), C(70,40) &D(70,-20)
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Ans Any correct
method can
be consider.
Calculation
3 Marks
Diagram
3Marks
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OR
ITERATION 1:
Mid of AB = AB’
= [(0+10)/2, (10+50)/2]
= [(10)/2, (60)/2]
= (5, 30)
Mid of BC = BC’
= [(10+70)/2, (50+40)/2]
= [(80)/2, (90)/2]
= (40, 45)
Mid of CD = CD’
= [(70+70)/2, (40+(-20))/2]
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= [(140)/2, (20)/2]
= (70, 10)
ITERATION 2:
= [(5+40)/2, (30+45)/2]
= [(45)/2, (75)/2]
= (22.5, 37.5)
= [(40+70)/2, (45+10)/2]
= [(110)/2, (55)/2]
= (55, 27.5)
ITERATION 3:
= [(22.5+55)/2, (37.5+27.5)/2]
= [(77.5)/2, (65)/2]
= (38.25, 32.5)
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S=
Sy 0 0
0 0 Sz 0
0 0 0 1
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It specifies three co-ordinates with their own scaling factors. If scale factors,
Sx = Sy = Sz = S > 1 then the scaling is called as
magnification.
Sx = Sy = Sz = S < 1 then the scaling is called as
reduction.
Therefore, point after scaling with respect to origin can be calculated as,
P=P S
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Ans Correct
method and
correct
equation 6
Marks
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21819
22318
3 Hours / 70 Marks Seat No.
Marks
(c) Define virtual reality. List any two advantages of virtual reality.
(d) List any two line drawing algorithms. Also, list two merits of any line
drawing algorithm.
[1 of 4] P.T.O.
22318 [2 of 4]
2. Attempt any THREE of the following : 12
(a) Compare Vector scan display and raster scan display. (Write any 4 points.)
(b) Rephrase the Bresenham’s algorithm to plot 1/8th of the circle and write the
algorithm required to plot the same.
(c) Translate the polygon with co-ordinates A(3, 6), B(8, 11) & C(11, 3) by 2
units in X direction and 3 units in Y direction.
(a) State the different character generation methods. Describe any one with
diagram.
(b) Obtain a transformation matrix for rotating an object about a specified pivot
point.
(d) Given the vertices of Bezier polygon as P0(1, 1), P1(2, 3), P2(4, 3) & P3(3, 1),
determine five points on Bezier curves.
(a) Describe the vector scan display technique with neat diagram.
(b) Consider the line from (0, 0) to (4, 6). Use the simple DDA algorithm to
rasterize this line.
(c) Consider a square A(1, 0), B(0, 0), C(0, 1), D(1, 1). Rotate the square by 45
anti-clockwise direction followed by reflection about X-axis.
(d) Use the Cohen-Sutherland outcode algorithm to clip line P1(40, 15) – P2(75, 45)
against a window A(50, 10), B(80, 10), C(80, 40), D(50, 40).
(a) Consider the line from (5, 5) to (13, 9). Use the Bresenham’s algorithm to
rasterize the line.
(b) Apply the shearing transformation to square with A(0, 0), B(1, 0), C(1, 1),
D(0, 1) as given below :
(i) Shear Parameter value of 0.5 relative to the line yref = –1.
(b) Perform a 45 rotation of a triangle A(0, 0), B(1, 1), C(5, 2)
(c) Apply the Liang-Barsky algorithm to the line with co-ordinates (30, 60) &
(60, 25) against the window :
_______________
P.T.O.
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SUMMER – 19 EXAMINATION
Subject Name: Computer Graphics Model Answer Subject Code: 22318
Important Instructions to examiners:
1) The answers should be examined by key words and not as word-to-word as given
in the model answer scheme.
2) The model answer and the answer written by candidate may vary but the examiner
may try to assess the understanding level of the candidate.
3) The language errors such as grammatical, spelling errors should not be given more
Importance (Not applicable for subject English and Communication Skills.
4) While assessing figures, examiner may give credit for principal components
indicated in the figure. The figures drawn by candidate and model answer may
vary. The examiner may give credit for any equivalent figure drawn.
5) Credits may be given step wise for numerical problems. In some cases, the
assumed constant values may vary and there may be some difference in the
candidate’s answers and model answer.
6) In case of some questions credit may be given by judgement on part of examiner
of relevant answer based on candidate’s understanding.
7) For programming language papers, credit may be given to any other program
based on equivalent concept.
Example: The term is also used to describe the dimensions of a display resolution.
For example, a resolution of 800x600, 1027x768, 1600x1200 has an aspect ratio
of 4:3.
Resolution 1280x1024 has an aspect ratio 5:4
Resolution 2160x1440, 2560x1700 has an aspect ratio 3:2
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Ans Listing of
four
applications-
2M
Advantages:
Virtual reality creates a realistic world
Through Virtual Reality user can experiment with an artificial
environment.
Virtual Reality make the education more easily and comfort.
It enables user to explore places.
Virtual Reality has made watching more enjoyable than reading.
Virtual reality widely used in video games, engineering, entertainment, education,
design, films, media, medicine and many more.
d List any two line drawing algorithms. Also, list two merits of any line 2M
drawing algorithm.
Ans Line drawing algorithms: Listing-1 M
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OR
We have to use 3×3 transformation matrix instead of 2×2 transformation matrix.
To convert a 2×2 matrix to 3×3 matrix, we have to add an extra dummy coordinate
W. In this way, we can represent the point by 3 numbers instead of 2 numbers,
which is called Homogenous Coordinate system.
b Rephrase the Bresenham’s algorithm to plot 1/8th of the circle and write the 4M
algorithm required to plot the same.
Ans The key feature of circle that it is highly symmetric. So, for whole 360 degree of Rephrase-2
circle we will divide it in 8-parts each octant of 45 degree. In order to that we will M
use Bresenham’s Circle Algorithm for calculation of the locations of the pixels in Algorithm-2
the first octant of 45 degrees. It assumes that the circle is centered on the origin. M
So for every pixel (x, y) it calculates, we draw a pixel in each of the 8 octants of
the circle as shown below:
Algorithm:
Step 1: Read the radius of circle (r).
Step 2: Set decision parameter d = 3 – 2r.
Step 3: x=0 and y=r.
Step 4: do
{
Plot (x,y)
If(d<0) then
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{
d = d + 4x + 6
}
Else
{
d=d + 4(x-y) + 10
y=y-1
}
X=x-1
}
While(x<y)
Step 5: stop
Plotting 8 points, each point in one octant
Call Putpixel (X + h, Y + k).
Call Putpixel (-X + h, Y + k).
Call Putpixel (X + h, -Y + k).
Call Putpixel (-X + h, -Y + k).
Call Putpixel (Y + h, X + k).
Call Putpixel (-Y + h, X + k).
Call Putpixel (Y + h, -X - k).
Call Putpixel (-Y + h,-X + k).
c Translate the polygon with co-ordinates A (3, 6), B (8, 11), & C (11, 3) by 2 4M for
units in X direction and 3 units in Y direction. proper
solution
Ans X’=x+tx
Y’=y+ty
tx=2
ty=3
A’=(x’,y’)=(5,9)
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B’=(x’,y’)=(10,14)
C’=(x’,y’)=(13,6)
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3) Starburst Method
1) STROKE METHOD
2)BITMAP METHOD
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3) Starbust method:
In this method a fix pattern of line segments are used to generate characters. Out
of these 24 line segments, segments required to display for particular character are
highlighted. This method of character generation is called starbust method because
of its characteristic appearance
The starbust patterns for characters A and M. the patterns for particular characters
are stored in the form of 24 bit code, each bit representing one line segment. The
bit is set to one to highlight the line segment; otherwise it is set to zero. For
example, 24-bit code for Character A is 0011 0000 0011 1100 1110 0001 and for
character M is 0000 0011 0000 1100 1111 0011.
2. Requires code conversion software to display character from its 24-bit code.
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Here (x1,y1) are coordinates of point P1 and hence are translation factors tx and
ty; we want to move P1 to origin , x1 and y1 are x and y distances to P1and hence
it is translation factor.
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2. If both vertices of edge are inside window boundary, then add only second
vertex to output set as shown in Fig. 6.14.
Going through above four cases we can realize that there are two key
processes in this algorithm:
1. Determine the visibility of point or vertex (Inside – Outside Test)
2. Determine the intersection of the polygon edge and clipping plane.
The second key process in Sutherland-Hodgeman polygon clipping algorithm
is to determine the intersection of the polygon edge and clipping plane.
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Assume that we're clipping a polygon’s edge with vertices at (x1, y1) and (x2,
y2) against a clip window with vertices at (xmin, ymin) and (xmax, ymax).
1. The location (IX, IY) of the intersection of the edge with the left side of the
window is:
(i) IX = xmin
(ii) IY = slope*(xmin – x1) + y1, where the slope = (y2 – y1)/(x2 – x1).
2. The location of the intersection of the edge with the right side of the
window is:
(i) IX = xmax
(ii) IY = slope*(xmax – x1) + y1, where the slope = (y2 – y1)/(x2 – x1)
3. The intersection of the polygon's edge with the top side of the window is:
(i) IX = x1 + (ymax – y1) / slope
(ii) IY = ymax
4. Finally, the intersection of the edge with the bottom side of the window is:
(i) IX = x1 + (ymin – y1) / slope
(ii) IY = ymin
Algorithm for Sutherland-Hodgeman Polygon Clipping:
Step 1: Read co-ordinates of all vertices of the polygon.
Step 2: Read co-ordinates of the clipping window.
Step 3: Consider the left edge of window.
Step 4: Compare vertices of each of polygon, individually with the clipping plane.
Step 5: Save the resulting intersections and vertices in the new list of vertices
according to four possible relationships between the edge and the
clipping boundary.
Step 6: Repeat the steps 4 and 5 for remaining edges of clipping window. Each
time resultant list of vertices is successively passed to process next
edge of clipping window.
Step 7: Stop.
d Given the vertices of Bezier Polygon as P0(1, 1), P1(2,3), P2(4,3), P3(3,1), 4M
determine five points on Bezier Curve.
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Here the electron gun of a CRT illuminate’s points and / or straight lines in
any order. If we want a line connecting point A with point B on vector
graphics display, we simply drive the beam reflection circuitry, which will
cause beam to go directly from point A to point B.
Refresh rate on a random-scan system depends on the number of lines to
be displayed.
Picture definition stored as a set of line drawing commands in an area of
memory called “refresh display file” or also called as display list or
display program or refresh buffer.
To display a given picture, the system cycles through the set of commands
in the display file, drawing each component line by line in turn. After all
line drawing commands have been processed, the system cycles back to
the first line drawing command in the list. And repeats the procedure of
scan, display and retrace.
This displays to draw all the component lines of picture 30 to 60
frames/second
Random scan system is designed for line drawing applications; hence
cannot display realistic shaded scenes.
Vector displays produces smooth line drawings but raster produces jagged
lines that are plotted points
Random scan suitable for applications like engineering and scientific
drawings
Graphics patterns are displayed by directing the electron beam along the
component lines of the picture
A scene is then drawn one line at a time by positioning the beam to fill in
the line between specified end points.
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b Consider the line from (0,0) to (4,6). Use the simple DDA algorithm to 4M
rasterize this line.
Ans Evaluating steps 1 to 5 in the DDA algorithm we have, Proper result
4M
Xl = 0, Y1 = 0
X2 = 4, Y2 = 6
Length = |Y2 – Y1| = 6
∆X=|X2 – X1| / Length = 4/6
∆Y =|Y2 – Yl| / Length = 6/6 = 1
Initial value for,
i Plot x y
0.5 0.5
1 (0,0) 1.167 1.5
2 (1,1) 1.833 2.5
3 (1,2) 2.5 3.5
4 (2,3) 3.167 4.5
5 (3,4) 3.833 5.5
6 (3,5) 4.5 6.5
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Fig. 2.2
The results are plotted as shown in the Fig. 2.2. It shows that the rasterized line
lies to both sides of the actual line, i.e. the algorithm is orientation dependent.
c Consider a square A(1,0), B(0,0), C(0,1), D(1,1). Rotate the square by 450 4M
anti-clockwise direction followed by reflection about X-axis.
Ans Rotation +
Reflection
Matrix 1 M
final
Result= 3 M
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Ans P1 (40, 15) - P2 (75, 45) Wxi = 50 Wy2 = 40 Wx2 = 80 Wy2 = 10 Proper
result 4 M
Point Endcode ANDing
P1 0001 0000 (Partially visible)
P2 0000
6 45−15
y1 = m(xL – x ) + y = 7(50-40)+15 m = 75−40
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= 23.57
1 7
x1 = 𝑚 (yT – y ) + x = 6(40-50)+40 = 69.16
6
y2 = m(xR – x ) + y = 7(80-40)+15 = 49.28
1 7
x2 = 𝑚 (yB – y ) + x = 6(10-15)+40 = 34.16
Hence:
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x1 = 5 | y1 = 5 | & | x2 = 13 | y2 = 9
Calculation Result
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1 8)
5 10 < 13 10 IF 0 x = 10 | y
= = -8 =7
9 +2*
+ 4
1
6 11 < 13 11 ELSE x = 11 | y
= -8 = =8
10 0+2
+ * (4 -
1 8)
7 12 < 13 12 IF 0 x = 12 | y
= = -8 =8
11 +2*
+ 4
1
8 13 < 13 13 ELSE x = 13 | y
= -8 = =9
12 0+2
+ * (4 -
1 8)
b Apply the shearing transformation to square with A(0,0), B(1,0), C(1,1), 6M
D(0,1) as given below.
(i) Shear Parameter value of 0.5 relative to the line yref = -1.
(ii) Shear Parameter value of 0.5 relative to the line xref = -1.
Ans We can represent the given square ABCD, in matrix form, using homogeneous Each sub
coordinates of vertices as: problem – 3
𝐴 0 0 1 M
𝐵 1 0 1
[ ]
𝐶 1 1 1
𝐷 0 1 1
i) Here Shx = 0.5 and yref = -1
𝐴` 𝐴 1 0 0
𝐵`
[ ] = [ ]∗[ 𝐵 𝑆ℎ𝑥 1 0]
𝐶` 𝐶
−𝑆ℎ𝑥 ∗ 𝑦𝑟𝑒𝑓 0 1
𝐷` 𝐷
0 0 1 1 0 0
1 0 1
= [ ] ∗ [0.5 1 0]
1 1 1
0 1 1 0.5 0 1
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0.5 0 1
1.5 0 1
= [ ]
2 1 1
1 1 1
Shearing Transformation Result:-
0 0 1 1 0.5 0
1 0 1
= [ ] ∗ [0 1 0]
1 1 1
0 1 1 0 0.5 1
0 0.5 1
1 1 1
= [ ]
1 2 1
0 1.5 1
Shearing Transformation Result:-
#include <stdio.h>
#include <stdlib.h>
#include <graphics.h>
#include <math.h>
void hilbert(int r,int d,int l,int u,int i,int h,int &x,int &y)
{
if(i>0)
{
i--;
hilbert(d,r,u,l,i,h,x,y);
move(r,h,x,y);
hilbert(r,d,l,u,i,h,x,y);
move(d,h,x,y);
hilbert(r,d,l,u,i,h,x,y);
move(l,h,x,y);
hilbert(u,l,d,r,i,h,x,y);
}
}
int main()
{
int n,x1,y1;
int x0=50,y0=150,x,y,h=10,r=2,d=3,l=4,u=1;
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delay(10000);
closegraph();
return 0;
}
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c Apply the Liang-Barsky algorithm to the line with co-ordinate (30,60) & 6M
(60,25) against the window:
(Xmin, Ymin) = (10.10) & (Xmax,Ymax) = (50,50)
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