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DOEACC Society 2006 DOEACC C Level C10 Computer Graphics & Animation ( ) - Question Paper

Friday, 14 June 2013 02:35Web

C10-R3: COMPUTER GRAPHICS & ANIMATION
NOTE:
Time: three Hours Total Marks: 100
1.
a) discuss why the Sutherland-Hodgman polygon-clipping algorithm works for only convex
clipping regions.
b) define the transformation ML that reflects an object about a line L.
c) Show the use of velocity curves for carrying out motion control during animation.
d) What is the maximum number of objects that can be represented using the Z buffer
algorithm? What will happen when 2 polygons have the identical Z value?
e) define the advantages of representing an object using Octree. Compare it with BSP
tree representation.
f) discuss the special visual effect morphing in graphics animation.
g) Mention the issues of Gouraud shading and tell how far they are solved using phong
shading? Can these 2 shading method be used effectively in animation sequences?
(7x4)
2.
a) The matrix a
1
1
b describe a transformation called a simultaneous shearing.
Interpret the cases (i) b = 0 (ii) a = 0
Illustrate the effect of these shearing transformation on the square whose vertices are
A(0,0), B(1,0), C(1,1,) and D(0,1) when a = 2, b =3. Comment on the outcome of above
transformation.
b) Write a program to display the visible surfaces of a convex polyhedron using the BSPtree
method.
c) Set up an algorithm to load a provided Quad tree representation for an object into a frame
buffer for display.
(6+6+6)
3.
a) explain how the different visible – surface detection methods can be replaced to process
transparent objects. Are there any visible – surface detection methods that cannot
handle transparent surfaces?
b) provided a spherical surface, write a bump – mapping procedure to generate the bumpy
surface of an orange.
c) define Gouraud shading model for rendering a polygon surface.
(6+6+6)
4.
a) discuss Morphing. define the procedure to find 2 connected line segments in a
key frame K + one by transforming a line segment in key frame K using linear interpolation.
b) define the forward and inverse kinematics and their use in animation.
c) How many kinds of Boolean operations can be performed on the 3D objects represented
by Octrees.
(6+6+6)
C10-R3 Page one of two July, 2006
1. ans ques. one and any 4 ques. from two to 7.
2. Parts of the identical ques. should be answered together and in the identical
sequence.
5.
a) define the method to construct animation sequence using kinematics.
b) What main considerations are applied in displaying the motion?
c) Name the general stages used in a 3 dimensional transformation of pipeline process
for displaying the world coordinate system. provide the input and output corresponding to
every block.
(6+6+6)
6.
a) define the full procedure for the simulation of particle generation.
b) discuss the modeling of fire and cloud situations.
c) Write a morphing program to transform a sphere into a specified polyhedron.
(6+8+4)
7. Write short notes on:
a) Polygon clipping.
b) Spline curve using forward difference scheme.
c) Collision detection.
(6+6+6)
C10-R3 Page two of two July, 2006



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