Computer Graphic Cat 2

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1.

Using an illustrative diagram, briefly describe the architecture of a simple raster graphics
system.    (6 Marks)

System memory Display monitor


CPU
processor

System bus

I/O devices

 Raster-scan system In addition to the central processing unit a special purpose processor
called the video controller or display controller is used to control the operation of the
display device.
 I/O Devices System Bus CPU System Memory Video Controller Monitor Architecture of
Simple Raster graphics system
 Architecture of Raster system with a fixed portion of the system memory reserved for the
frame buffer I/O Devices System Bus CPU System Memory Video Controller Monitor Frame
Buffer
 I/O Devices System Bus CPU Display Processor System Memory Display processor Memory
Video Controller Monitor Frame Buffer Architecture of Raster graphics system with a display
processor
 Rectangular Grid of Pixel Positions Raster Scan display processor

2. Differentiate between vector graphics and bitmap image.(4 Marks)

 vector graphic consists of shapes, curves, lines, and text which together make a picture.
 A bitmap graphic is created from rows of different colored pixels that

together form an image.


3.There are many languages for describing vector graphics. Outline the three
 most popular languages used.(6 Marks)

 Scalable Vector Graphics- SVG is used to define vector-based graphics for the Web, SVG
defines the graphics in XML format
 XAML Extensible Application Markup Language- is used extensively in the following types
of applications to build user interfaces
 Computer Graphics Metafile (CGM)- is a free and open international standard file format
for 2D vector graphics, raster graphics, and text.

4.Discuss any FIVE parameters used to measure the performance of a monitor. (5 Marks)

 Screen Resolution- It is the number of pixels that are present in one particular dimension of
the screen.
 Response Time- It is the time taken by any particular pixel in a display to change from active
(white) to inactive (black) and again back to the active state.
 Power Consumption- It is measured in watts. The smaller it is, the better it will be for you. It
may not affect the performance but it is always better to go for a low power consuming
monitor.
 Refresh Rate- Refresh rate is the number of times the screen is illuminated in a second.

5.Give FIVE desirable characteristics of a good line.    (5 Marks)

 Lines must appear to be straight


 Lines should start and end accurately
 Lines should have constant brightness along their length
 Lines should be drawn rapidly

a) Write down the steps in the DDA line drawing algorithm. (7 marks)

 Step 1 Get the input of two end points (X0, Y0) and (X1, Y1).
 Step 2 Calculate the difference between two end points.
 Step 3 Based on the calculated difference in step-2, you need to identify the number of steps
to put pixel. ...
 Step 4 Calculate the increment in x coordinate and y coordinate.
 Step 5 Put the pixel by successfully incrementing x and y coordinates accordingly and
complete the drawing of the line.

6. Given a point cloud, polygon, or sampled parametric curve, for what purposes

do we apply transformations? (4 marks)

 Transforms are usually applied so that the data appear to more closely meet the
assumptions of a statistical inference procedure that is to be applied, or to improve the
interpretability or appearance of graphs. Nearly always, the function that is used to
transform the data is invertible, and generally is continuous.

7.List any SIX desirable attributes of an ideal graphics file format. (6 marks)

 Bitmap format
 Metafile format
 Scene format
 Vector format
 Animation format
 Graphics Interchange Format
 RAW Image Files
 TIFF

8. Identify and give a brief description of TWO basic approaches to fill a polygon. (4 marks)

 Polygons are easier to fill since they have linear boundaries


 Polygon is an ordered list of vertices as shown in the following figure. For filling polygons
with particular colours, you need to determine the pixels falling on the border of the
polygon and those which fall inside the polygon. In this chapter, we will see how we can fill
polygons using different techniques.
 Flood Fill Algorithm Sometimes we come across an object where we want to fill the
area and its boundary with different colours. We can paint such objects with a
specified interior colour instead of searching for particular boundary colour as in
boundary filling algorithm
 Boundary Fill Algorithm This algorithm picks a point inside an object and starts to fill
until it hits the boundary of the object. The colour of the boundary and the colour that
we fill should be different for this algorithm to work.

9. OpenGL is a state machine. Discuss

. (5 marks

The OpenGL API is defined as a state machine. all of the OpenGL functions set or retrieve some state
in OpenGL. The only functions that do not change state are functions that use the currently set state
to cause rendering to happen.

The OpenGL context contains information used by the rendering system. This information is called
State, which has given rise to the saying that OpenGL is a "state machine". A piece of state is simply
some value stored in the OpenGL context.

 a.Discuss OpenGl Pipeline  (8 marks)

OpenGL Pipeline is the sequence of steps that taken by OpenGL when rendering objects. Vertex
attribute and other data go through a sequence of steps to generate the final image on the screen.

Vertex Specification -In Vertex Specification list an ordered list of vertices that define the boundaries
of the primitive. Along with this one can define other vertex attributes like colour, texture
coordinates etc. Later this data is sent down and manipulated by the pipeline.

Vertex Shader- The vertex specification defined above now passthrough Vertex Shader. Vertex
Shader is a program written in GLSL that manipulate the vertex data

Tessellation -it’s an optional stage. In this stage primitives are tessellated i.e. divided into smoother
mesh of triangles.

Geometry Shader -This shader stage is also optional. The work of Geometry Shader is to take an
input primitive and generate zero or more output primitive.

vertex Post Processing -it’s a fixed function stage i.e. user has a very limited to no control over these
stages. The most important part of this stage is Clipping.

Primitive Assembly -This stage collects the vertex data into an ordered sequence of simple primitives
(lines, points or triangles).

Rasterization -This is an important step in this pipeline. The output of rasterization is a fragments.

Per-sample Operations : There are few tests that are performed based on user has activated them or
not. Some of these tests for example are Pixel ownership test, Scissor Test, Stencil Test, Depth Test.

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