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Posted Date: 29 Feb 2020      Posted By:: Shouvik Maj    Member Level: Silver  Points: 3 (₹ 3)

2019 B.E Computer Science and Engineering B.E Jadavpur University Computer Science & Engineering - Computer Graphics (3rd Year First Semester) -2019 Question paper

Course: B.E Computer Science and Engineering   University/board: Jadavpur University

Are you looking for the old question papers of Jadavpur University Computer Science & Engineering -Computer Graphics ? Here is the previous year question paper from Jadavpur University. This is the original question paper from the CSE Department for Third year first semester exam conducted by Jadavpur University in year 2019. Feel free to download the question paper from here and use it to prepare for your upcoming exams.

{Scroll Below to get the PDF Attachment file of the Original Question Paper}

Exam Name- B.E Computer Science and Engineering Exam
3rd Year- 1st Semester

Subject- Computer Graphics

Total Time- Three Hours
Maximum Marks- 100


Brief discussion on historical perspective; graphics primitives such as points, lines, polygons,
etc.; representation of pictures using primitives; storage & retrieval of pictures; introduction to
graphics display devices; calligraphic/ vector graphics versus raster graphics; bit plane; colour
look-up table; introduction to graphic input devices – track ball, mouse, digitizing tablet, light pen
etc. [2L]
Rasterization techniques: [2L]
Line – DDA; Bresenham's generalized integer version; Mid-point rasterization.
Circle – Bresenham's algorithm; Mid-Point algorithm - 1
st order difference & 2nd order difference
methods. [3L]
Ellipse – Mid-Point algorithm - 1
st order difference method, brief discussion on 2nd order
difference method [1L]
2D Scan conversion & polygon filling:
Active-Edge-List (y-bucket) scan conversion of lines & polygons;

Edge –fill , Fence –fill, & Edge –flag polygon filling algorithms; simple Seed –fill & Scan –line
seed –fill algorithms. [2L]
2D Geometric transformations:
Introduction to position vector; representation of 2D objects as matrices; transformation matrices
for scaling, shear, rotation, reflection [2L]
homogeneous coordinates; representing translation as a transformation matrix; composite
transformation matrix for arbitrary transformation; invariance of origin under transformation;
invariance of parallelism under transformation; transformation of intersecting lines; area of
transformed polygons; 2D view-port & viewing window. [2L]
2D Clipping:
Clipping against regular window – Explicit line clipping; [1L]
Sutherland & Cohen line clipping, [1L]
Mid-point subdivision line clipping; [1L]
Clipping against arbitrary convex window – Cyrus Beck clipping algorithm, [1L]
Liang Barsky clipping algorithm; [1L]
Sutherland & Hodgemann polygon clipping. [1L]
3D Graphics:
Indroduction to right handed coordinate system for 3D representation; matrix representation of
3D object; scaling, shear & translation transformation; [1L]
rotation about principal coordinate axes & about arbitrary line; composite transformation for
arbitrary 3D transformation. [2L]
Introducing the idea of projecting 3D object on to 2D plane; broad classification – parallel &
perspective projection; different types of parallel projection & examples of each; [ 1L]
formal definition of 3D to 2D projection and derivation of projection matrix; 1-point, 2-point &
3-point perspective projection; formal derivation of vanishing point(s) and physical implication of
the same. [2L]
Introduction to curve fitting; piece-wise approximation using known curves; approximation using
different functions – polynomial, exponential, trigonometric etc.; [1L]

Introduction to blending function; detailed illustration by creating a hypothetical polynomial
blending function;
general spline; cubic spline; B- spline; Hermite curve; boundary & continuity conditions for these
curves; [2L]
Bezier curve; 1st & 2nd order continuity conditions for joining Bezier curves; splitting Bezier
curve; [2L]
Hidden line removal:
Introduction; simple z-buffer algorithm; scan line z-buffer algorithm; floating horizon algorithm.
Basic interaction handling:
Different classes of devices – locator, pick, valuator etc.; input & output handling in a window
system. [1L]
Illumination & shading:
Introduction; basic illumination models; ambient, diffused and specular reflection light models;
simple flat/ faceted shading; Gourad shading; Phong shading; simple ray tracing algorithm.


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