期末复习
字数: 0

2024-CS426FZ-January

Q1

(a) Explain the interactive graphics and passive graphics systems with examples.
Lecture 1
  • In interactive computer graphics, user have some controls over the picture. User can make any change in the produced image
    • Example: video game
  • In passive computer graphics, the picture is produced on the monitor. User does not have any control over the images that are displayed.
    • Example: TV show
(b) Describe the applications of computer graphics in the field of entertainment and in the creation of graphical user interfaces.
Lecture 1
  • Entertainment: A way of interacting with a computer using the Icon, Menu, button easily.
  • GUI: Graphics scene generated for the movie.
(c) Explain the functions of each and every component of a direct view storage tube (DVST) display device.
Lecture 1
There are two guns used in DVST:
  • Primary Gun: It is used to store the picture information.
  • Flood / Secondary Gun: It is used to display a picture on the screen.
(d) Distinguish between 2-dimensional and 3-dimensional representations in computer graphics. Include diagrams for each type with your answer.
Lecture 2
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Q2

(a) Explain the 2D translation technique with appropriate diagrams.
Lecture 2
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(b) A 3D triangle with coordinate points is given by . Apply reflection on the xy plane and find the new coordinate points of triangle.
Lecture 2
(c) A 3D object that has coordinates points and the scaling parameters are 3 along the x-axis, 4 along the y-axis and 4 along the z-axis. Apply scaling to find the new coordinates of the object.
Lecture 2

Q3

(a) Explain the characteristics of seed fill and scan line methods in filled region processing, use diagrams to support your explanation.
Lecture 3
  • Seed fill selects a starting point called seed inside the boundary of the polygon. It can be further classified into twoalgorithms:
    • Flood fill defines a region in a polygon. It colors the whole area through interconnected pixels by a single color. t is similar to the bucket tool used in the paint program.
    • Boundary fill uses polygon boundaries. It is also called an edge fill algorithm.
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  • Scan line is an area-filling algorithm that fill colors by scanning horizontal lines. These lines intersect the boundaries of the polygon and fill colors between the intersection points.
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(b) State the digital differential analyzer (DDA) line drawing algorithm.
Lecture 3
  • Step 1: Start.
  • Step 2: We consider starting point as , and ending point .
  • Step 3: Now, we have to calculate Δx and Δy.
    • Step 4: Now, we calculate three cases.
      • Case 1: If
      • Case 2: If
      • Case 3: If
    • Step 5: We will repeat step 4 until we find the ending point of the line.
    • Step 6: Stop.
    (c) A line has a starting point and ending point . Apply the Bresenham’s Line Drawing algorithm to plot a line. 🧮
    Lecture 3 (原题)
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    Q4

    (a) Describe the characteristics of all-or-none string-clipping and all-or-none character-clipping in the text clipping technique. Include suitable diagrams with your answer.
    Lecture 4
    • All-or-none string-clipping
      • If all of the string is inside a clip window, we keep it.
      • Otherwise, the string is discarded.
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    • All-or-none character-clipping discards only those characters that are not completely inside the window.
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    (b) What is point clipping, explain the point clipping algorithm.
    Lecture 4
    • Step 1: set the value of and coordinates for the window.
    • Step 2: set the coordinates of a given point .
    • Step 3: check the conditions.
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    • Step 5: Stop.
    (d) Describe the diffuse reflection and specular reflection technique of light. Include a diagram with your answer.
    Lecture 5
    • Diffuse Reflection
      • occurs on the surfaces which are rough
      • comes from a specific direction
      • light reflected with equal intensity in all directions
      • Brightness depends on theta angle between surface (N) and the direction to the light source (L)
      • Position of viewer is not important
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    • Specular Reflection
      • When light falls on any shiny or glossy surface
      • Most of it is reflected back
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    顺便补充「环境光」的知识点
    • Ambient
      • Non-directional light source
      • Light gets reflected so many times from so many surfaces it appears to come equally from all directions
      • Intensity is constant. It is not affected by anything
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    Q5

    (a) Discuss different types of light sources which can be used to light a scene.
    Lecture 5
    1. Point Sources emit light from a single point in all directions.
        • The intensity of the light decreasing with distance
        • Example: A bulb in a room
    1. Parallel Sources can be considered as a point source which is far from the surface.
        • Example: The sun
    1. Distributed Sources rays originate from a finite area
        • Example: A tube light
    (b) Explain the ray tracing rendering technique with appropriate diagram.
    Lecture 5
    • The basic concept of this method is to follow light on its way from the light source to the screen.
    • It estimates what kind of color is displayed on the pixel where the light falls.
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    (c) Describe the functions of z-buffer.
    Lecture 5
    • It is used for hidden surface detection.
    • For each pixel on the display screen, we keep a record of the depth (also called z value) of an object within the pixel that lies closest to the observer.
    (d) Explain the texture-mapping technique in rendering. Include a suitable diagram with your answer.
    Lecture 5
    • A method of implementing information to surfaces.
    • The pattern of the surface is considered as texture.
    • Texture mapping is applied in wallpaper, paint etc.
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    课件原图如上,但考试黑笔画这个还是太抽象了,可以考虑下面的示例
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    2023 - 2026