ENCT 201Bachelor in Electronics, Communication and Information Engineering · Semester 31 Paper Available

Computer Graphics and Visualization

Past examination question papers and complete curriculum syllabus for Computer Graphics and Visualization (ENCT 201), Bachelor in Electronics, Communication and Information Engineering Semester 3 under Institute of Engineering (IOE), Tribhuvan University.

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3rd-sem_Computer Graphics & Visualization.pdf

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Most Frequently Asked Questions

Top recurring IOE board exam questions for Computer Graphics and Visualization with verified mark schemes, formula notation, and recurrence frequency.

Showing 30 of 30 top repeated questions

Introduction and Application

3 Questions
#1Repeated 5 Times[6 Marks]Introduction and Application
What is OpenGL? Explain the role of callback functions in event-driven programming and explain how polygons and lighting are specified in OpenGL.
Appeared in:2083 Baishakh2082 Bhadra2080 Baishakh2078 Bhadra2074 Ashwin
#2Repeated 4 Times[6 Marks]Introduction and Application
Compare Raster-scan Display with Random-scan (Vector) Display. What is the size of frame buffer required to store a SVGA resolution ($800 \times 600$) with 24-bit true color video?
Appeared in:2082 Bhadra2080 Baishakh2075 Ashwin2071 Chaitra
#3Repeated 2 Times[6 Marks]Introduction and Application
Explain the working principle of a Cathode Ray Tube (CRT). Define refresh rate, persistence, and aspect ratio. How does Shadow Mask CRT produce color?
Appeared in:2082 Kartik2081 Chaitra

Raster Graphics and Algorithms

4 Questions
#1Repeated 5 Times[8 Marks]Raster Graphics and Algorithms
Differentiate between DDA and Bresenham's line drawing algorithm. Derive Bresenham's line drawing algorithm for slope $|m| < 1$. Digitize the line with endpoints $A(20, 10)$ and $B(30, 18)$.
Appeared in:2082 Bhadra2080 Baishakh2078 Bhadra2074 Ashwin2072 Chaitra
#2Repeated 5 Times[8 Marks]Raster Graphics and Algorithms
Derive and write the Midpoint Circle Algorithm. How does the 8-way symmetry of a circle reduce computational complexity? Calculate pixel positions along the circle octant for radius $r=10$.
Appeared in:2082 Bhadra2078 Bhadra2074 Ashwin2073 Shrawan2066 Magh
#3Repeated 2 Times[8 Marks]Raster Graphics and Algorithms
Derive the decision parameter for the Midpoint Ellipse Generation algorithm for Region 1 and Region 2. Write the complete algorithm.
Appeared in:2082 Kartik2080 Chaitra
#4Repeated 2 Times[8 Marks]Raster Graphics and Algorithms
Explain the Scan-Line Polygon Fill algorithm. Explain edge table (ET) and active edge table (AET) data structures.
Appeared in:2081 Chaitra2079 Chaitra

2D and 3D Coordinate Systems and Viewing Transformations

12 Questions
#1Repeated 5 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
What do you mean by homogeneous coordinates? Find the composite 2D transformation matrix for reflection of an object about an arbitrary line $y = mx + c$.
Appeared in:2082 Bhadra2078 Bhadra2074 Ashwin2072 Chaitra2070 Chaitra
#2Repeated 5 Times[6 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Define window and viewport. Describe the two-dimensional viewing pipeline and derive the transformation matrix responsible for window-to-viewport mapping.
Appeared in:2083 Baishakh2082 Bhadra2078 Bhadra2074 Ashwin2072 Chaitra
#3Repeated 5 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain the steps required to rotate an object in 3D about an arbitrary axis that is not parallel to any coordinate axis. Derive the sequence of composite transformation matrices.
Appeared in:2082 Bhadra2080 Baishakh2078 Bhadra2072 Chaitra2068 Chaitra
#4Repeated 5 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Describe the 3D viewing pipeline. Differentiate between parallel projection and perspective projection. Derive the transformation matrix for perspective projection onto a view plane.
Appeared in:2083 Baishakh2082 Bhadra2080 Baishakh2078 Bhadra2074 Ashwin
#5Repeated 4 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain Cohen-Sutherland line clipping algorithm. Obtain the end points of the line that connects $P_1(0, 120)$ and $P_2(130, 5)$ after clipping against window with diagonal corners $(10, 10)$ and $(100, 100)$.
Appeared in:2080 Baishakh2078 Bhadra2075 Ashwin2074 Ashwin
#6Repeated 4 Times[6 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain the Sutherland-Hodgman polygon clipping algorithm. How does it clip a polygon against the four boundaries of a clipping window and what is its limitation with concave polygons?
Appeared in:2081 Baishakh2079 Bhadra2076 Ashwin2073 Shrawan
#7Repeated 2 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Derive the transformation matrix for 2D reflection about an arbitrary line $y = mx + c$.
Appeared in:2082 Kartik2081 Chaitra
#8Repeated 2 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain the Cohen-Sutherland line clipping algorithm. Use the algorithm to clip the line segment between $P_1(10, 30)$ and $P_2(80, 90)$ against a rectangular window $W(20, 20)$ to $W(60, 60)$.
Appeared in:2082 Kartik2080 Chaitra
#9Repeated 2 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain the Liang-Barsky line clipping algorithm based on parametric equations. Compare its computational efficiency with the Cohen-Sutherland algorithm.
Appeared in:2081 Chaitra2079 Baishakh
#10Repeated 2 Times[6 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain Sutherland-Hodgeman polygon clipping algorithm with an example. What is its major limitation regarding non-convex (concave) polygons?
Appeared in:2082 Shrawan2078 Bhadra
#11Repeated 2 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Explain 3D rotation about an arbitrary axis in space passing through $(x_0, y_0, z_0)$ with direction cosines $(u_x, u_y, u_z)$. Write the sequence of transformation matrices.
Appeared in:2081 Chaitra2079 Chaitra
#12Repeated 2 Times[8 Marks]2D and 3D Coordinate Systems and Viewing Transformations
Differentiate between Parallel Projection (Orthographic and Oblique) and Perspective Projection (1-point, 2-point, 3-point). Derive the perspective transformation matrix with center of projection at $(0, 0, -d)$.
Appeared in:2082 Kartik2081 Chaitra

Curve Modeling and Surface Modelling

4 Questions
#1Repeated 5 Times[8 Marks]Curve Modeling and Surface Modelling
Explain the properties of Bezier curves. Find the coordinates of the point at parameter $u = 0.5$ with respect to the control points $(10, 10)$, $(20, 30)$, $(40, 30)$, and $(30, 10)$.
Appeared in:2082 Bhadra2080 Baishakh2078 Bhadra2074 Ashwin2072 Chaitra
#2Repeated 5 Times[6 Marks]Curve Modeling and Surface Modelling
Why do we use geometric tables (Polygon, Vertex, and Edge tables) and attribute tables for defining a polygon surface? Explain with an example of a 3D object.
Appeared in:2083 Baishakh2082 Bhadra2080 Baishakh2074 Ashwin2072 Chaitra
#3Repeated 2 Times[8 Marks]Curve Modeling and Surface Modelling
Explain Bezier curves. State their key properties: convex hull property, affine invariance, and endpoint interpolation. Derive the blending functions for a cubic Bezier curve.
Appeared in:2082 Kartik2081 Chaitra
#4Repeated 2 Times[6 Marks]Curve Modeling and Surface Modelling
Compare Bezier curves with B-Spline curves. What is local control and why do B-splines provide better shape editing than Bezier curves?
Appeared in:2082 Kartik2080 Chaitra

Visible Surface Determination

4 Questions
#1Repeated 5 Times[8 Marks]Visible Surface Determination
Explain the Depth-Buffer (Z-buffer) algorithm for visible surface detection with necessary steps. What is the limitation of Z-buffer and how does A-buffer method overcome it?
Appeared in:2083 Baishakh2082 Bhadra2080 Baishakh2075 Ashwin2072 Chaitra
#2Repeated 4 Times[6 Marks]Visible Surface Determination
Explain the Back-Face Detection algorithm for visible surface determination. Determine whether a surface of an object with normal vector $\mathbf{N} = (1, 2, 3)$ is visible from viewing direction $\mathbf{V}_{view} = (0, 0, 1)$.
Appeared in:2083 Baishakh2082 Bhadra2078 Bhadra2075 Ashwin
#3Repeated 2 Times[8 Marks]Visible Surface Determination
Explain the Z-Buffer (Depth-Buffer) algorithm for visible surface detection. How is it implemented at the hardware/pixel level? What are its memory and depth resolution limitations?
Appeared in:2082 Kartik2080 Chaitra
#4Repeated 2 Times[6 Marks]Visible Surface Determination
Explain the A-Buffer algorithm and BSP-Tree (Binary Space Partitioning) algorithm for hidden surface removal.
Appeared in:2081 Chaitra2078 Bhadra

Illumination and Surface Rendering Methods

3 Questions
#1Repeated 5 Times[8 Marks]Illumination and Surface Rendering Methods
Derive the mathematical expression to calculate the total light intensity at a point using the Phong illumination model considering ambient, diffuse, and specular reflection components.
Appeared in:2083 Baishakh2082 Bhadra2078 Bhadra2074 Ashwin2072 Chaitra
#2Repeated 5 Times[8 Marks]Illumination and Surface Rendering Methods
Explain Gouraud shading for polygon rendering and compare it with Phong shading. Why is Phong shading preferred despite higher computational cost?
Appeared in:2082 Bhadra2078 Bhadra2074 Ashwin2072 Chaitra2066 Magh
#3Repeated 2 Times[8 Marks]Illumination and Surface Rendering Methods
Explain Phong illumination model combining ambient, diffuse, and specular reflection. Compare Gouraud shading and Phong shading techniques.
Appeared in:2082 Kartik2081 Chaitra

Curriculum Syllabus & Course Topics

Sourced from TU curriculum portal
Chapter-wise Units & Micro-Syllabus Topics (8 Units)
  1. 1. Introduction and Application

    • 1.1History of computer graphics
    • 1.2Overview of graphic systems
    • 1.2.1Video display devices: Raster‐scan displays, random-scan displays, flat panel displays, three-dimensional viewing devices
    • 1.2.2Graphics software and tools: Coordinate representations, graphics functions, software standards, PHIGS workstations, DirectX, OpenGL, WebGL, Maya, Blender, Unity
    • 1.3Graphics pipeline
    • 1.3.1Two‐dimensional (2D) viewing pipeline
    • 1.3.2Three‐dimensional (3D) viewing pipeline
    • 1.4Applications in various fields like medicine, engineering, art, uses in augmented and virtual realism
  2. 2. Raster Graphics and Algorithms

    • 2.1Rasterizing a point
    • 2.2Rasterizing a straight line: DDA line algorithm, Bresenham’s line algorithm
    • 2.3Rasterizing a circle and an ellipse: Mid‐point circle and ellipse algorithm
    • 2.4Scan-line polygon fill algorithm
    • 2.5Scan-line fill of curved boundary areas
    • 2.6Boundary-fill algorithm
    • 2.7Flood-fill algorithm
    • 2.8Point clipping
    • 2.9Line clipping
    • 2.9.1Cohen‐Sutherland line clipping
    • 2.9.2Liang‐Barsky line clipping
    • 2.10Polygon clipping: Weiler-Atherton polygon clipping
    • 2.11Text clipping
  3. 3. 2D and 3D Coordinate Systems and Viewing Transformations

    • 3.12D transformation: Translation, rotation, scaling, reflection, shear
    • 3.22D composite transformation
    • 3.3Window-to-viewport coordinate transformation
    • 3.43D display methods
    • 3.4.1Parallel projection
    • 3.4.2Perspective projection
    • 3.53D transformation: Translation, rotation, scaling, reflection, shear
    • 3.63D composite transformation
    • 3.7Projection and viewing transformation
  4. 4. Curve Modeling and Surface Modelling

    • 4.1Introduction to parametric cubic curves, splines, Bezier curves
    • 4.2Surface modeling (Polygon surface, vertex table, edge table, polygon table, surface normal and spatial orientation of surfaces)
  5. 5. Visible Surface Determination

    • 5.1Image space and object space techniques
    • 5.2Back face detection, Z‐Buffer, A‐Buffer, Scan‐Line method
  6. 6. Illumination and Surface Rendering Methods

    • 6.1Algorithms to simulate ambient, diffuse and specular reflections
    • 6.2Constant, Gouraud, Phong and Fast Phong shading models
  7. 7. Computer Animation and Visualization

    • 7.1Computer animation functions
    • 7.2Raster animations
    • 7.3Key-frame systems
    • 7.4Motion specifications
    • 7.4.1Direct-motion specifications
    • 7.4.2Goal-directed systems
    • 7.4.3Kinematics and dynamics
  8. 8. Latest Trends in Computer Graphics

    • 8.1Interactive visualization
    • 8.2Distributed scene rendering
    • 8.3Augmented reality (AR), virtual reality (VR) and mixed reality (MR)
    • 8.4Game development and real-time graphics
    • 8.5Applications of AR, VR and gaming

Examination Scheme & Marks Distribution

Evaluation Structure

  • Final Board Theory Exam: 60 Marks (Pass mark: 24)
  • Internal Assessment: 40 Marks (Pass mark: 16)
  • Practical / Lab Exam: 25 or 50 Marks (Continuous lab evaluation + viva, where applicable)

* This is the general current IOE 60/40 scheme; verify course-specific details in the syllabus above.

Exam Preparation Guidelines

  • Review the available past examination paper to understand question styling, typical derivation topics, and marks allocation.
  • Cross-reference key answers with official syllabus units, standard textbooks, and lecture notes.
  • Structure answers with labeled diagrams, concise bullet points, and highlight final answers in numerical solutions.

Frequently Asked Questions (Computer Graphics and Visualization)

Q: How can I download Computer Graphics and Visualization past question papers?

You can preview or download the Computer Graphics and Visualization question papers (PDF) directly using the built-in viewer on this page with zero redirects or paywalls.

Q: What is the pass mark for Computer Graphics and Visualization?

The general current scheme is a 60-mark final theory exam and a 40-mark internal assessment, with pass marks of 24 and 16. Verify the course-specific syllabus above.

Q: Where can I find the complete syllabus for this subject?

The available chapter-wise syllabus and topic breakdown is indexed in the Syllabus section above, with links to the curriculum PDF source.

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Curriculum Syllabus & Marking Scheme