CG 2019

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Tushar Ahuja

Tushar Ahuja
Tushar Ahuja

ANS. (A)
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(B) Random Scan Display Processor, also


known as Vector Display Processor, is a key component in
random scan display systems (also called vector displays).
Unlike raster scan systems that display images pixel by pixel,
random scan systems directly draw lines between points
(vectors). The processor controls the drawing of these vectors
on the screen. The primary functions of a Random Scan
Display Processor are:
1. Generating Vectors:
• The processor calculates the start and end points of lines
(vectors) that need to be drawn on the screen.
• It sends the information for these vectors to the display
hardware, instructing the electron beam to move from one
point to the other in a smooth, continuous manner.

2. Controlling the Electron Beam:


• In random scan systems, an electron beam (in CRT
displays) is directed precisely to draw lines between points
on the screen.
• The processor controls the movement of this beam in both
the horizontal and vertical directions, ensuring that it
traces the correct paths based on vector information.

3. Storing Vector Data:


• It stores and retrieves vector information such as line
endpoints, angles, and drawing directions.
• These vectors are typically stored in a Frame buffer or
memory, and the processor retrieves them to execute
drawing commands.
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4. Handling Multiple Objects:


• It can manage multiple geometric shapes and lines,
drawing complex objects made of multiple connected
vectors.
• The processor handles the display of images composed of
numerous lines, polygons, or other vector-based shapes.

5. Refresh and Timing Control:


• Processor refreshes display periodically to update image.
• It ensures the timing and synchronization between the
drawing of lines and the raster scan of the display.

6. Color and Intensity Control:


• Some random scan display systems also involve
controlling color & intensity of lines drawn on screen.
• The processor can control parameters like brightness,
color, and sometimes even line thickness, depending on
the capabilities of the display system.

7. Drawing Functions:
• It provides drawing functions like straight line drawing,
curve drawing & shape rendering based on vector
instructions.

8. Interfacing with Input Devices:


• It can interface with input devices like a light pen or
digitizer, enabling interactive drawing or manipulation of
the displayed vectors.
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Applications:
Random scan systems are commonly used in applications like:
• Vector-based graphics systems (e.g., CAD software,
flight simulators)
• Scientific and engineering visualizations where
precision and real-time rendering are critical.

(C)
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(D) (i) Polygon Mesh:


A Polygon Mesh is a representation of 3D objects in computer
graphics and computational geometry. It is a collection of
vertices, edges, and faces that defines the shape of a 3D
object. Polygon meshes are commonly used in 3D modeling,
animation, and rendering applications.
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• Vertices: These are the corner points in 3D space,


representing the object’s shape.
• Edges: These are straight lines connecting two vertices.
• Faces: Flat surfaces enclosed by edges (typicaly triangles
or quadrilaterals), which form visible part of object.
A polygon mesh can represent a complex surface with varying
levels of detail and can be used to model objects such as
characters, terrain, and architectural structures. Meshes can be
open (with unbounded surfaces) or closed (with enclosed
surfaces, like a 3D solid).

Types of Polygon Meshes:


• Triangle Meshes: Composed of triangles, commonly used
in real-time rendering due to computational simplicity.
• Quadrilateral Meshes: Composed of quadrilaterals, often
used in CAD and simulations.
Polygon meshes are commonly used in 3D graphics
rendering, where they are processed by rendering algorithms
to produce realistic images of objects. Subdivision surfaces,
smoothing, and texture mapping are used to enhance the
appearance and detail of polygon meshes.

(ii) Constructive Solid Geometry (CSG):


Constructive Solid Geometry (CSG) is a technique used in
computer graphics and 3D modeling to create complex 3D
shapes by combining simpler ones through set-theoretic
operations. It is based on the idea of defining a solid object by
performing operations like union, intersection, and difference on
primitive shapes, such as cubes, spheres, cones & cylinders.
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Key Operations in CSG:


• Union: Combines two or more objects to form a single
object, including all parts of the original objects.
• Intersection: The overlapping region of two objects is
kept, while the rest is discarded.
• Difference: Subtracts one object from another, leaving the
remaining part of the first object.
• Exclusive OR (XOR): Keeps only the parts of objects that
do not overlap.
These operations allow for the creation of complex 3D models
by combining simple solids. CSG is useful in CAD (Computer-
Aided Design), engineering simulations, and 3D printing,
where precision in geometry is important.

(E) (i) Vanishing Point:


A vanishing point is a concept in perspective drawing and
visual perception, particularly used in the representation of
three-dimensional objects on a two-dimensional surface (like a
piece of paper or a computer screen). It refers to the point in
the image where parallel lines that recede into the distance
appear to converge.
• In perspective projection, parallel lines along the same
direction (such as railway tracks or roads) seem to
converge at a single point on the horizon as they move
farther away from the observer. This convergence creates
the illusion of depth.
• The vanishing point represents the location where these
lines, though still parallel in reality, seem to meet from the
perspective of the viewer.
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There can be multiple vanishing points depending on the


type of perspective being used:
• One-point perspective: All parallel lines converge to a
single vanishing point.
• Two-point perspective: Parallel lines converge to two
different vanishing points, often seen in objects with two
different orientations (like a building viewed at an angle).
• Three-point perspective: Three vanishing points are
used when objects are viewed from an elevated or low
angle, incorporating vertical convergence as well.
The vanishing point is crucial in creating realistic perspective
drawings, making the depicted objects appear to have depth
and distance.

(ii) Cavalier Projection:


Cavalier projection is a type of oblique projection, which is a
method used to represent three-dimensional objects in two
dimensions. It is particularly used in technical drawing and
engineering graphics to show the front view of an object
along with its depth, maintaining the clarity of its features.
In cavalier projection:
• The object is projected onto a two-dimensional plane by
projecting points at an angle of 45° to the horizontal.
• The depth of the object is represented in full scale (i.e.,
the true length of the depth is preserved), unlike in other
oblique projections (like cabinet projection) where the
depth is scaled by half or some other factor.
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• The front face of the object is represented in true


dimensions, while the depth is distorted based on the
projection angle.

Characteristics of Cavalier Projection:


• The angles between the projection lines and the plane are
45° (or any other angle, but 45° is common).
• Depth is shown at full scale (no scaling along the z-axis),
which makes it different from other types of oblique
projection.
• It can make the object appear somewhat distorted,
especially when the depth is large, as the non-scaling of
depth causes it to look exaggerated.

Example:
Consider a cube in a 3D space, viewed using cavalier
projection. The front face of the cube will appear as a square,
while the depth will be represented without any compression or
scaling, which can make the object look somewhat stretched
along the depth axis.
Uses:
• Cavalier projection is commonly used in engineering
drawings where a clear depiction of an object’s front face
and depth is needed without concern for strict realism. It’s
useful for showing features like holes, ribs, and cutouts.
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ANS. (A) Advantages of Interactive


Graphics
1. Enhanced Data Exploration:
o Users can interactively explore datasets, uncovering
insights that might not be apparent in static visuals.

2. Immediate Feedback:
o Interactivity provides real-time responses to user
actions, enhancing understanding and engagement.

3. Customization:
o Users can tailor their views according to their specific
interests, which promotes a more personalized
experience.

4. Better Retention and Understanding:


o Interactive elements help users to engage more
deeply with the content, leading to improved retention
of information.

5. Discovery of Patterns:
o Users can manipulate visualizations to identify trends
& correlations in data that might otherwise go
unnoticed.
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6. Collaboration:
o Interactive graphics can facilitate group discussions
and collaborations, allowing multiple users to explore
data together.
7. Accessibility:
o By integrating accessibility features, interactive
graphics can reach a broader audience,
accommodating different abilities and learning styles.

8. Engagement:
o Interactive graphics often result in higher user
engagement, as they invite users to actively
participate rather than passively consume
information.

Conceptual Framework for Interactive


Graphics
Conceptual framework for interactive graphics describes
the structure, processes, and components involved in creating
and managing systems that allow users to interact dynamically
with graphical content. Interactive graphics is central to
applications such as gaming, simulations, CAD, and GUIs.
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Key Components of the Framework


1. Input Devices:
• Purpose: Facilitate user interaction with the system.
• Examples:
o Mouse, keyboard, touchscreens, joysticks, light pens,
or styluses.
• Role: Capture user actions such as clicks, drags, and
gestures, which are interpreted as input commands.

2. Output Devices:
• Purpose: Display graphical content to the user.
• Examples:
o Monitors, projectors, VR headsets.
• Role: Render visual feedback based on user input or
system updates.

3. Application Model:
• Purpose: Represent the underlying data and logic of the
application.
• Components:
o Objects and Attributes: Define the graphical
elements and their properties (e.g., color, size).
o Behaviors: Define how objects respond to user
actions or system changes.
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4. Graphical System Pipeline:


• The sequence of processes that render graphical content
in response to user interactions. It consists of:
o Modeling:
▪ Creating and maintaining representations of
graphical objects.
▪ Using geometric primitives such as points, lines,
polygons, and curves.
o Transformations:
▪ Applying translation, rotation, scaling, and
projection to objects.
o Rendering:
▪ Generating the final image or frame to be
displayed on the output device.
▪ Includes lighting, shading, and texture mapping.
o Display:
▪ Delivering the rendered frame to the screen.

5. Interaction Techniques:
• Purpose: Define how users interact with graphical
content.
• Examples:
o Direct Manipulation: Dragging objects with a
mouse.
o Menu Selection: Choosing commands or options.
o Gesture Recognition: Using touch or motion-based
input.
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o Voice Commands: Interacting via speech input.

6. Event Handling:
• Purpose: Detect, process user actions or external events.
• Events:
o Key presses, mouse clicks, window resizing, etc.
• Event Loop:
o Continuously listens for events and triggers
corresponding responses.

7. Feedback Mechanisms:
• Purpose: Provide real-time feedback to user actions.
• Types:
o Visual Feedback: Highlighting, animations, or
changes in object appearance.
o Auditory Feedback: Sounds or alerts.
o Haptic Feedback: Vibration or touch-based
feedback.
8. Graphics Hardware:
• Purpose: Accelerate processing and rendering tasks.
• Examples:
o GPUs (Graphics Processing Units), frame buffers,
and rasterization hardware.
• Role: Efficiently handle computationally intensive tasks
like transformations, shading, and rendering.
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9. Software Layers:
• The software architecture includes:
o Graphics Libraries:
▪ Tools for managing and rendering graphics
(e.g., OpenGL, DirectX).
o Event Handlers:
▪ Software modules for managing user input and
system events.
o Graphics Engines:
▪ High-level platforms for managing scenes,
physics & rendering (e.g., Unity, Unreal Engine).

(B)
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ANS. (A)
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(B) Scan conversion can lead to several side effects


that affect the quality and accuracy of the rendered images.
Here are some common side effects:
1. Aliasing
• Description: Aliasing occurs when a high-resolution
image is converted to a lower resolution, resulting in
jagged edges and distorted shapes.
• Effect: It can make curves and diagonal lines appear
stair-stepped or pixelated.

2. Moire Patterns
• Description: These patterns emerge when two regular
patterns overlap, causing interference and creating
unintended visual artifacts.
• Effect: They can detract from the intended appearance of
images, especially in fine details or textures.

3. Color Banding
• Description: This happens when there aren't enough
colors available to represent a gradient smoothly, resulting
in abrupt transitions between colors.
• Effect: It can lead to visible stripes or bands in areas that
should transition smoothly.
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4. Z-Fighting
• Description: In 3D graphics, Z-fighting occurs when two
or more surfaces are very close together, causing them to
flicker as the rendering engine struggles to determine
which one should be visible.
• Effect: It can create distracting visual noise in scenes with
overlapping objects.

5. Loss of Detail
• Description: Scan conversion may lead to a loss of detail,
especially in complex shapes or intricate patterns, as only
certain pixels are illuminated.
• Effect: Fine details may be lost, leading to a less accurate
representation of the original image.

6. Distortion of Curved Shapes


• Description: When rendering circles or curves, the
discrete nature of pixels can lead to a misrepresentation of
their shapes.
• Effect: Curves may appear more polygonal, affecting the
overall visual quality.

7. Performance Issues
• Description: Depending on the algorithm used for scan
conversion, there can be performance trade-offs,
especially in real-time rendering applications.
• Effect: Slower algorithms can lead to lag or reduced
frame rates in graphics-intensive applications.
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Mitigation Techniques
To mitigate these side effects, various techniques can be
employed:
• Anti-aliasing: This technique smooths out edges by
blending colors at the boundaries.
• Higher Resolution Rendering: Using higher resolutions
can help reduce aliasing and loss of detail.
• Dithering: This technique helps in smoothing color
transitions by blending colors at pixel boundaries.

ANS. (A) To magnify triangle with vertices A(0,0),B(1,1),C(5,2)


by a factor of 2 while keeping the point C(5,2) fixed, we need to
apply a scaling transformation. Since C(5,2) must remain
fixed, scaling transformation will occur with respect to this point
Tushar Ahuja
Tushar Ahuja

(B)
Tushar Ahuja
Tushar Ahuja

ANS. (A)

(i)
Tushar Ahuja

(ii)

(B)
Tushar Ahuja
Tushar Ahuja
Tushar Ahuja
Tushar Ahuja

ANS. (A) To discuss the geometric matrix, basis matrix,


and blending function for parametric cubic curves
(specifically Hermite curves), let’s break down the components
involved.
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(B) Geometric Continuity:


Geometric continuity is concerned with the actual geometric
behavior of the curve and its visual smoothness, independent
of its parametric representation. It is particularly important in
computer-aided design (CAD) and computer graphics for
creating smooth, natural-looking curves and surfaces.
• G0 Continuity: Curves meet at connection point (similar
to C0 continuity), but there may be sharp corner at
junction
• G1 Continuity: The curves meet with the same tangent
direction but do not necessarily have the same slope or
rate of change of curvature.
• G2 Continuity: The curves meet with the same tangent
and curvature, meaning the transition between the curves
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is not only smooth in direction but also in curvature,


resulting in a visually smooth curve.
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ANS. (A)
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(B)
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ANS. (A) In computer graphics, solids (3D objects) can be


represented using various methods, each offering its unique
advantages & limitations. Here's an explanation of different
methods:
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1. Wireframe Representation
o This method uses lines to outline the edges of the
object, forming a "wireframe" representation.
o It is a simple and lightweight approach, easy to
compute and memory-efficient. However, it does not
provide a clear view of the surface of the solid and is
limited when representing complex or detailed
objects.
o Wireframe models are suitable for quick sketches,
simple objects, or debugging in 3D applications.

2. Surface Representation
o In this approach, surfaces define the boundary of a
solid. Surfaces are often represented using polygons,
such as triangles, quadrilaterals, or spline surfaces
(e.g., Bezier or B-splines).
o Surface representations provide better visualization
compared to wireframes and can handle complex
objects, including curved surfaces.
o However, they can be computationally expensive and
memory-intensive, especially for high-resolution
meshes. Surface representations are used in detailed
modeling, architectural rendering, and 3D animation.

3. Solid Representation (Volume-based)


o This representation considers the entire volume of
the object, including both interior and exterior details.
o Techniques such as voxel-based representation,
Constructive Solid Geometry (CSG), or boundary
representation (BRep) are used.
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o Solid representation offers complete information


about object, making it useful for physical simulations
such as fluid dynamics or volumetric effects.
o However, it is memory and computation-heavy and
complex to implement. It is widely used in fields like
medical imaging (e.g., MRI data), volumetric
rendering, and material simulations.

4. Constructive Solid Geometry (CSG)


o CSG combines basic primitive shapes (such as cubes,
spheres & cylinders) using Boolean operations like
union, intersection & diff to create complex objects.
o It is intuitive and simple to create complex shapes by
combining simpler forms, making it ideal for
architectural design and CAD applications.
o However, CSG is not well-suited for objects with
curved surfaces or highly detailed features, and editing
complex objects can be challenging.

5. Boundary Representation (BRep)


o BRep represents a solid by specifying its boundary
surfaces, including edges, vertices, and faces. This
method is precise and flexible, capable of modeling
both simple and complex solids.
o It is widely used in CAD systems and 3D modeling
applications. However, managing objects with a large
no of faces can be complex & additional tools may be
required for handling surface intersections & gaps.
o BRep is commonly used in engineering and solid
modeling applications.
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6. Voxel Representation
o In voxel representation, solids are modeled using a 3D
grid of small cubes (voxels), similar to how pixels work in
2D space.
o This method is capable of representing highly detailed
objects and complex terrains and is useful for storing and
manipulating volumetric data.
o It is commonly used in medical imaging, simulations, and
games that require detailed volumetric data.

(B) (i) Sweep Representation


Sweep representation is a method used to model complex 3D
objects by "sweeping" a 2D shape (profile) along a defined path
or curve. The profile is extruded along a path to create a solid
object. The profile can be any 2D shape, such as a circle,
rectangle, or polygon, and the path can be a straight line or a
curve. This method is widely used in computer-aided design
(CAD) and modeling.

Working:
• A 2D profile (cross-section) is defined.
• The profile is then moved (swept) along a predefined path,
and as the profile moves, it is "swept" to form a 3D object.
• The path can be straight, curved, or complex, which
defines the shape of the final 3D object.

Examples:
• A cylinder can be created by sweeping a circle along a
straight line.
• A more complex shape, such as a twisted pipe, can be
created by sweeping a 2D profile along a curved path.
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(ii) Primitive Instancing


Primitive instancing is a method used in 3D modeling where an
object or primitive (such as a cube, sphere, or pyramid) is
created once and then duplicated multiple times in different
positions, orientations, or scales. Instead of creating new,
individual objects from scratch, a single object (or primitive) is
instantiated multiple times, making it an efficient technique for
managing repetitive structures in a scene.

Working:
• A primitive (such as a cube or sphere) is first defined.
• The primitive can then be "instantiated" at multiple
locations in the 3D space, and each instance can have
different transformations applied, like scaling, rotating, and
translating.
• All instances reference same original object, making it
memory efficient since only one copy of geometry data is
stored.

Examples:
• A city skyline can be created using primitive instancing
where the same building design (primitive) is placed at
different positions and scaled to create variety in the city.
• Forests in a game can be created by instantiating several
tree models at different positions and scales.
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ANS. (A)
Tushar Ahuja
Tushar Ahuja
Tushar Ahuja

(B)
Tushar Ahuja

ANS. (A)
Tushar Ahuja
Tushar Ahuja
Tushar Ahuja
Tushar Ahuja

(B)

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