Question 1:
a) List out the properties of B-splines.
b) Write about phong shading model.
Question 2:
a) What is the general form of quadric surface? Describe the terms in it.
b) Describe the algorithm for the generation of Bezier curve.
Question 3:
a) Show that the Bezier curve always touches the starting point (for u = 0) and the ending point (for u = 1).
b) Use a quadratic B-spline curve with five control points to prove that B-spline blending functions sum to unity.
Question 4:
a) Give a detailed note on Hermite interpolation.
b) List different polygon rendering methods. Compare their advantages and disadvantages.
Question 5:
a) What are the steps included in rotating a 3-D object about an arbitrary axis in 3-D space. Describe about the effects at each intermediate phase of the processing.
b) Define view volume. Describe about it in brief.
Question 6:
a) Derive the matrix form for the rotation regarding z- axis in 3-D space.
b) Categorize the projections and give a short note about the projection transforms.
Question 7:
a) List out the three fundamental rotation matrices for rotation about the three Principle axes. Describe about their nature of operation.
b) Give a short note about the approaches followed for clipping in 3-D space.
Question 8:
a) Apply an appropriate 3D transformation matrix to a line joining (1, 1, 1) and (2, 3, 4) to align it to the positive z axis and so that it originates from the origin.
b) How a point can be translated from one position to the other position with the help of matrix operations in 3D?