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3-D Coordinate system k bary main Apny kia Likha tha ... ??
MCQs from moaaz file ...
1: explain axonometric projection in the content of computer graphics ? (2 marks)
Can You Share the Code Please ..!!
Q#1 projection method?
Q#2 page 154 diagram given do explain?
Q#3 vector normalization find?
Q#4 rotation in 2d on 45 degree
Q#5 obligue cases explain
quizz changed not from past paper
Subjective: I think that 60% Subjective were from current papers.
Note that page No I have mentioned is from updated handout. You can download it from vu lms.
Q1: Differentiate between triangle fan and triangle strips? Marks 2
Answer: (Page 209)
The first three elements indicate the first triangle.
The first three elements define the first triangle.
Each new element is combined with the first element and the current last element to form a new triangle.
Each subsequent element is combined with the two elements before it, in clockwise order, to create a new triangle.
Q2: Name the Clipping Case of following Diagram? Marks 2
(This Diagram was given)
Answer: (Page 154)
Case 3 of polygon clipping: Wholly outside visible region - save nothing
For each boundary b in [L (Left), R (Right), T (Top), B (Bottom)]
If P1 outside and P2 outside
Q3: Define Viewing Frustum? Marks 3
Answer: (Page 205)
A viewing frustum is 3-D volume in a scene positioned relative to the viewport's camera. The shape of the volume affects how models are projected from camera space onto the screen. The most common type of projection, a perspective projection, is responsible for making objects near the camera appear bigger than objects in the distance. For perspective viewing, the viewing frustum can be visualized as a pyramid, with the camera positioned at the tip. This pyramid is intersected by a front and back clipping plane. The volume within the pyramid between the front and back clipping planes is the viewing frustum. Objects are visible only when they are in this volume.
Q4: We Have four vertices at points (x1, y1), (x2, y2), (x3, y3), (x4, y4), write pseudo code to draw a rectangular? Marks 3
Q5: Write formulas? Marks 5
Composite Rotation P'=
Translation P'= P + T
Scaling P'= S. P
Rotation P'= R.P
Q6: Explain the given diagram of Viewing Frustum? Marks 5
Answer: Page 205
In this illustration, the variable D is the distance from the camera to the origin of the space that was defined in the last part of the geometry pipeline—the viewing transformation. This is the space around which you arrange the limits of your viewing frustum. For information about how this D variable is used to build the projection matrix
In the viewing frustum, the distance between the camera and the origin of the viewing transformation space is defined arbitrarily as D, so the projection matrix looks like:
The viewing matrix translates the camera to the origin by translating in the z direction by
- D. The translation matrix is as follows:
Multiplying the translation matrix by the projection matrix (T*P) gives the composite projection matrix. It looks like:
I have Attached this file..
and also some more helpful files.
My today's paper
Q:What is meant by projection in computer graphics?(2)
Q:What are the characteristics of 1D coordinate plane.?(2)
Q:1 question of writing Pseudo Code.(3)
Q:1 question was about writing equations.(3)
Q:Dicuss following w.r.t eqution:(5)
- a line intersects a plane
- a line does not intersect plane
Q. Discuss 4 cases of clipping edge(5)
All the best...!