Unit 3

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Q. Prove that two successive translations are additive.

Q. Prove that two successive rotation are additive


Q. Prove that two successive scaling are multiplicative.
Q. Find the scaled triangle with vertices A(0, 0), B(1, 1) & C(5, 2) after it has
been magnified twice its size.
Q. Rotate a triangle A(0, 0), B(2, 2), C(4, 2) about the origin by the angle of 45 degree.
Q. Rotate a triangle (5, 5), (7, 3), (3, 3) about fixed point (5, 4) in counter clockwise by 90
degree.
Q. Rotate a triangle A(7, 15), B(5, 8) & C(10, 10) by 45 degree clockwise about origin and
scale it by (2, 3) about origin.
Q. A square with vertices A(0, 0), B(2, 0), C(2, 2) & D(0, 2) is scaled 2 units in x & y
direction about the fixed point (1, 1). Find the coordinates of the vertices of new square.
Q. A triangle having vertices A(3, 3), B(8, 5) & C(5, 8) is first translated by 2 units about fixed point (5, 6) &
finally rotated 90 degree anticlockwise about pivot point (2, 5). Find the final position of triangle.
Q. A triangle having vertices A(2, 3), B(6, 3) & C(4,8) is reflected about y=3x+4. Find the
final position of triangle.
Q. Derive the composite matrix for reflecting an object about any arbitary line y=mx+c.
Applicaions of Shearing
• Shearing transformation is a technique used in computer graphics to slant
an object in 2D or 3D space along one of the axes. It is used to change the
shape of an object.
• Shearing transformation can be used in various applications such as:
• Creating 3D shapes: Shearing can be used to create 3D shapes such as
cuboids, parallelograms and trapezoids.
• Animation: Shearing can be used to create animations such as the opening
of a door or the tilting of a book.
• Image processing: Shearing can be used to correct image distortion caused
by camera angles.
Q. Window port is given by (100, 100, 300, 300) and viewport is given by (50, 50, 150, 150).
Convert the window port coordinate (200, 200) to the view port coordinate.
Q. Find the normalization transformation matrix for window to viewport which uses the
rectangle whose lower left corner is at (2, 2) and upper right corner is at (6, 10) as a
window and the viewport that has lower left corner at (0, 0) and upper right corner at (1,1)
Q. A world coordinate & viewport have the following geometry: Window (left, right, bottom, top) = (200,
600, 100, 400) Viewport (left, bottom, width, height) = (0, 0, 800, 600). The following vertices are drawn in
the world:- P1: (356, 125), P2: (200, 354), P3: (230, 400), P4: (564, 200). What coordinate will each occupy in
viewport.
/
;
Q. Consider a rectangle clipping window with A(20, 20), B(90, 20), C(90, 70) & D(20, 70).
Clip the line P1P2 with P1(10, 30) & P2(80, 90) using Cohen-Sutherland line clipping
algorithm.
x = 10+(70-30)×7/6 =56.67

(56.67, 70)
(56.67, 70)

(56.67, 70)
Q. Use the Cohen-Sutherland algorithm to clip the line P1(70, 20) and P2(100, 10) against a window lower
left hand corner (50, 10) and upper right hand corner (80, 40).
.
*
Q. Apply Liang Barsky Line Clipping algorithm to the line with coordinates (30, 60) and
(60, 25) against the window (𝒙𝒘𝒎𝒊𝒏, 𝒚𝒘𝒎𝒊𝒏) = (𝟏𝟎, 𝟏𝟎 ) and (𝒙𝒘𝒎𝒂𝒙, 𝒚𝒘𝒎𝒂𝒙) = ( 𝟓𝟎, 𝟓𝟎) .
Q. Clip polygon against clipping window PQRS. The coordinates of polygon are A(80, 200), B(220, 120),
C(150, 100), D(100, 30), E(10, 120). Coordinates of clipping window P(200, 50), Q(50, 150), R(200, 150) &
S(50, 50).
+
Thank You

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