Q1. Describe in detail the depth-buffer hidden surface removal algorithm. Illustrate its merits and demerits in comparison with the scan line z-buffer algorithm?
Q2. Explain the method of constructing the terrain model as an illustration of fractals?
Q3. Control points for the cubic Bezier curve are illustrated by:
p0=(10, 0), p1=(20, 20), p2=(40, 20) and p3=(50, 0).
Determine the parametric equations of the curve. Sketch a rough sketch of the curve.
Q4. Describe in brief how the vanishing points are obtained in the perspective projection.
Q5. Describe the method of selecting the root node of a Binary Space Partitioning Tree.
Q6. Explain in detail the Gouraud shading algorithm. As well illustrate its merits over the Phong’s shading algorithm.
Q7. Illustrate the components of the traditional animation.
Q8. Describe a method of simulating acceleration at the beginning followed by de-acceleration at the end among the two given key frames in the animation clip.