• Q : Basic ray-trace algorithm....
    Computer Graphics :

    Illustrate the term ray-tracing? What is it used for? In brief describe the basic ray-trace algorithm.

  • Q : Uniform periodic b-spline curves....
    Computer Graphics :

    What do you mean by uniform periodic B-spline curves? Describe the periodic blending functions.

  • Q : Perceptions and stereotyping viewing....
    Computer Graphics :

    Illustrate out perceptions and stereotyping viewing. How can you generate surface with 3D Scanner in geometric modelling?

  • Q : Hyphenation on the coreldraw....
    Computer Graphics :

    How to add text in the CorelDRAW? Illustrate out hyphenation on the CorelDRAW.

  • Q : Developmental test and evaluation....
    Computer Graphics :

    Illustrate out the term Developmental Test and Evaluation (DT&E). Illustrate out the term SE Process Model Objective.

  • Q : Organizational aspects of system life cycles....
    Computer Graphics :

    What do you understand from the term Organizational Aspects of System Life Cycles? Explain. Illustrate out the concept of system transition strategy.

  • Q : Pixels under normal viewing conditions....
    Computer Graphics :

    A company wants to produce a grayscale display with pixels so small that a human will be not able to see the individual pixels under normal viewing conditions.

  • Q : Diffuse and specular reflection....
    Computer Graphics :

    Suppose now that all of the objects are perfect reflectors (in addition to having ambient, diffuse and specular reflection).

  • Q : Methods to compress pixel data....
    Computer Graphics :

    In image compression we utilize three different methods to compress pixel data:

  • Q : Drawing the bezier cubic curves....
    Computer Graphics :

    Describe how straight lines can be employed to draw the Bezier cubic curves.

  • Q : A-buffer polygon scan conversion....
    Computer Graphics :

    Explain the A-buffer polygon scan conversion algorithm by using 44 sub-pixels in all pixels.

  • Q : Converting a grayscale image to a bi-level....
    Computer Graphics :

    Illustrate an algorithm (other than thresholding) that will convert a grayscale image (8 bits per pixel) to a bi-level black and white image (1 bit per pixel), with similar number of pixels, while r

  • Q : Handling of geometric transformations....
    Computer Graphics :

    Describe why homogeneous coordinates are employed for handling the geometric transformations.

  • Q : Ray tracing and z-buffer algorithms....
    Computer Graphics :

    Compare and contrast the ray tracing and z-buffer algorithms.

  • Q : Bezier curves with c1-continuity....
    Computer Graphics :

    Derive the conditions essential to make sure that two cubic Bezier curves join with C1-continuity.

  • Q : Algorithm for transforming a grayscale image....
    Computer Graphics :

    Explain an algorithm for transforming a grayscale image to a bi-level (black and white) image while retaining as good a quality as possible.

  • Q : Resolution of the grayscale image....
    Computer Graphics :

    Explain an algorithm which transforms a grayscale image into a black and white image by using half toning. Suppose that the black and white image has eight times the resolution of the grayscale imag

  • Q : Circle centered at arbitrary non-integer coordinates....
    Computer Graphics :

    Explain the modifications needed to your algorithm in part (3) to make it draw the outline of a circle centered at arbitrary non-integer coordinates and of non-integer radius.

  • Q : Jpeg compression method....
    Computer Graphics :

    Describe each method; describe the manner in which it helps us to compress the image, and explain how the method is implemented in the baseline JPEG compression method.

  • Q : Nearest-neighbor interpolation....
    Computer Graphics :

    Describe the merits and demerits of using nearest-neighbor interpolation compared with bilinear interpolation.

  • Q : Douglas and puckers algorithm....
    Computer Graphics :

    Explain how Douglas and Pucker's algorithm can be used to eliminate superfluous points. You might use the algorithm from part first.

  • Q : Method of anti-aliasing....
    Computer Graphics :

    One method of anti-aliasing is to sample at high resolution, n x n higher than the final image, and then to average each block of n x n pixels to give a single pixel value. Describe the merits and d

  • Q : A-buffer polygon scan conversion....
    Computer Graphics :

    Describe the A-buffer polygon scan conversion algorithm by using 44 sub-pixels for each pixel.

  • Q : Producing the intermediate coordinates....
    Computer Graphics :

    What additional hardware might be helpful to help with producing the intermediate coordinates from the end-points of lines?

  • Q : Triangle-drawing program....
    Computer Graphics :

    You are writing a code for a new graphics card which is software programmable, instead of having the algorithms embedded in the hardware. You wish to write a fast triangle-drawing program to test th

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