BCA-17-302 COMPUTER GRAPHICS
BCA V Semester
Question Bank
Note: Examiner will be required to set Seven questions in all having two parts. Part I will have Question
Number 1 consisting of total 10 parts (short-answer type questions) covering the entire syllabus and will
carry 15 marks. In Part II, there will be Six questions. Examiner will set one and a half questions from
each Unit of the syllabus and each question will carry 15 marks. Question Number 1 will be compulsory.
In addition to compulsory question, student will have to attempt four more questions from Part II.
UNIT - I Graphics Primitives
Section 1: Graphics Primitives
1. Introduction to Computer Graphics:
o What is computer graphics? Discuss its importance in modern applications.
o Explain the difference between raster scan and random scan systems.
2. Basics of Graphics Systems:
o Describe the basic components of a computer graphics system.
o What are the different types of video display devices? Explain their working principles.
3. Application Areas of Computer Graphics:
o List and describe various application areas where computer graphics are extensively
used.
o How has computer graphics influenced the gaming industry?
4. Overview of Graphics Systems:
o Explain the architecture of a graphics system with a block diagram.
o Compare and contrast raster scan systems with random scan systems.
5. Video-Display Devices:
o Explain the working of a Cathode Ray Tube (CRT) and its role in graphics systems.
o Discuss the advantages and disadvantages of LCD and LED displays in graphics systems.
6. Graphics Monitors and Workstations:
o What are the key features of graphics monitors and workstations?
o Discuss the importance of resolution and color depth in graphics monitors.
7. Input Devices:
o Describe various input devices used in computer graphics systems.
o Explain the working of a light pen and its applications in computer graphics.
Section 2: Output Primitives
1. Points and Lines:
o What are output primitives in computer graphics? Discuss the significance of points and
lines.
o Explain the concept of line clipping and the algorithms used for it.
2. Line Drawing Algorithms:
o Describe the DDA (Digital Differential Analyzer) line drawing algorithm with an example.
o Explain the Bresenham's line drawing algorithm. Why is it preferred over DDA?
3. Mid-point Circle and Ellipse Algorithms:
o Write down the steps involved in the mid-point circle drawing algorithm.
o How is the mid-point ellipse algorithm different from the mid-point circle algorithm?
Explain with examples.
4. Filled Area Primitives:
o What are filled area primitives in computer graphics? Discuss their significance.
o Explain the scan line polygon fill algorithm with a diagram.
5. Scan Line Polygon Fill Algorithm:
o Write a step-by-step process of the scan line polygon fill algorithm.
o What challenges are faced in polygon filling and how does the scan line algorithm
address them?
6. Boundary Fill Algorithm:
o Explain the boundary fill algorithm. Provide a scenario where it would be preferred over
flood fill.
o Write a pseudo-code for the boundary fill algorithm.
7. Flood Fill Algorithm:
o Compare and contrast boundary fill and flood fill algorithms.
UNIT II: 2-D Geometrical Transforms and 2-D Viewing
1. 2-D Geometrical Transforms:
o Define and explain the purpose of 2-D geometrical transformations in computer
graphics.
o Derive the matrix representation for 2-D translation and provide an example.
o How is scaling different from translation? Explain the concept with suitable examples.
o What is homogeneous coordinates? Discuss its significance in computer graphics
transformations.
o Explain the steps involved in 2-D rotation about an arbitrary point.
o Define reflection and shear transformations. Provide examples where each
transformation might be used.
o Discuss composite transformations. How can multiple transformations be combined into
a single matrix?
o Explain the transformation between coordinate systems. Why is it important in
computer graphics?
2. 2-D Viewing:
o Explain the 2-D viewing pipeline and its components.
o What is a viewing coordinate reference frame? How is it established?
o Describe the window-to-viewport transformation. Why is it necessary?
o Explain the Cohen-Sutherland line clipping algorithm. Provide an example to illustrate its
working.
o Discuss the Cyrus-Beck line clipping algorithm. How does it differ from the Cohen-
Sutherland algorithm?
o What is the Sutherland-Hodgman polygon clipping algorithm? Explain its significance in
computer graphics.
UNIT III: 3-D Object Representation
1. 3-D Object Representation:
o Describe polygon surfaces and their role in 3-D object representation.
o What are quadric surfaces? Explain with examples.
o Discuss spline representation and its significance in computer graphics.
o Define Hermite curves. How are they constructed? Provide a mathematical
representation.
o Compare and contrast Bezier curves and B-Spline curves. Discuss their applications.
o How are Bezier surfaces and B-Spline surfaces generated? Explain with examples.
o What are the basic illumination models in computer graphics? Discuss the components
of a Phong illumination model.
o Explain various polygon-rendering methods used in 3-D object representation.
UNIT IV: 3-D Geometric Transformations and 3-D Viewing
1. 3-D Geometric Transformations:
o Discuss the process of 3-D translation. How is it different from 2-D translation?
o Explain 3-D rotation about an arbitrary axis. Provide an example of its application.
o What is 3-D scaling? How does it affect the shape of an object?
o Define 3-D reflection and shear transformations. Provide examples of their use in
graphics.
o Explain the concept of composite transformations in 3-D. How are they implemented?
o Discuss the importance of transformation matrices in 3-D graphics.
2. 3-D Viewing:
o Explain the 3-D viewing pipeline and its significance in computer graphics.
o What are viewing coordinates in 3-D graphics? How are they established?
o Define view volume. How is it used in 3-D viewing?
o Explain the general projection transforms used in 3-D graphics. Compare parallel and
perspective projections.
o Discuss the methods of clipping in 3-D viewing. How do they differ from 2-D clipping
algorithms?
These questions are designed to test the understanding of both theoretical concepts and practical
applications in computer graphics, focusing on 2-D and 3-D transformations, viewing, and object
representation.