Computer Graphics - Key Point Answers
(Based on Previous Year Papers)
1. Introduction to Computer Graphics
- Deals with image generation using computers.
- Includes modeling, rendering, and animation.
- Applications: CAD, games, films, simulations.
2. Applications of Computer Graphics
- Used in engineering (CAD), movies, education, and medicine.
- Interactive interfaces and simulations.
- Scientific and business visualization.
3. Video Display Devices
- Display images and graphics on screen.
- Types: CRT, LCD, LED, OLED.
- Defined by resolution, refresh rate, pixel pitch.
4. Raster Scan and Random Scan Displays
- Raster: line-by-line scanning (TV, LCD).
- Random: vector-based drawing (line art).
- Raster for realistic; Random for wireframes.
5. Graphics Input Devices
- Mouse, keyboard, joystick, touch screen.
- Light pen, digitizers for graphic inputs.
- Used to draw, select, and manipulate objects.
6. Hard Copy Devices
- Convert digital graphics to physical output.
- Printers: inkjet, laser.
- Plotters used for high-precision output.
7. Graphics Software
- Tools for drawing, modeling, and animation.
- Examples: AutoCAD, Photoshop, Blender.
- Used in design, editing, and simulations.
8. Output Primitives
- Basic elements: points, lines, circles, polygons.
- Used to construct complex graphics.
- Line attributes: type, width, color.
9. Line Drawing Algorithms
- DDA: floating-point calculations, slower.
- Bresenham's: efficient, uses integer math.
- Used for rasterizing lines.
10. Circle and Ellipse Generation Algorithms
- Midpoint algorithms for symmetry-based plotting.
- Efficient, incremental methods.
- Used in raster graphics.
11. 2D Geometric Transformations
- Translation, scaling, rotation, reflection, shearing.
- Matrix representation simplifies computation.
- Homogeneous coordinates used.
12. Homogeneous Coordinates
- Uses 3 elements: (x, y, w).
- Simplifies combination of transformations.
- Enables matrix-based operations.
13. Composite Transformations
- Combining multiple transformations.
- Order of multiplication matters.
- Efficient using matrix chaining.
14. 2D Viewing
- Window: area to view. Viewport: area on screen.
- Maps window to viewport coordinates.
- Includes clipping and transformation.
15. Clipping Algorithms
- Remove parts outside viewing area.
- Line: Cohen-Sutherland, Liang-Barsky.
- Polygon: Sutherland-Hodgman.
16. Introduction to 3D Graphics
- Adds z-axis to 2D representation.
- Involves 3D modeling and rendering.
- Used in CAD, games, VR, simulations.
17. 3D Transformations
- Translation, rotation, scaling in 3D.
- Represented with 4x4 matrices.
- Homogeneous coordinates used.
18. Projection
- Maps 3D to 2D plane.
- Perspective: depth and distance effects.
- Parallel: preserves scale (orthographic).
19. 3D Viewing Pipeline
- Steps: modeling, viewing, projection, clipping.
- Converts 3D world to 2D display.
- Includes normalization and viewport mapping.