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Most Frequently Asked Questions
Top recurring IOE board exam questions for Computer Graphics 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?
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
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
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?
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.