BSc CSIT (TU) Science Computer Graphics (BSc CSIT, CSC209) Question Paper 2079 Nepal
This is the official BSc CSIT (TU) (Science stream) Computer Graphics (BSc CSIT, CSC209) question paper for 2079, as set in the regular annual examination. It carries 60 full marks and a time allowance of 180 minutes, across 12 questions. On Kekkei you can attempt this Computer Graphics (BSc CSIT, CSC209) past paper online with a timer, get instant AI feedback and step-by-step solutions, and track the topics where you lose marks — completely free. Whether you are revising for your BSc CSIT (TU) Computer Graphics (BSc CSIT, CSC209) exam or solving previous years' question papers, this 2079 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
Explain Bresenham's line drawing algorithm. Using it, digitize a line from (20, 10) to (30, 18) showing all the computed pixel coordinates.
Bresenham's Line Drawing Algorithm
Bresenham's algorithm is an efficient, integer-only incremental method to scan-convert a line. It uses a decision parameter to choose, at each step, between the two candidate pixels nearest to the true line, avoiding floating-point arithmetic and rounding.
Derivation (for slope )
For a line with , after plotting pixel the next is and we must choose between (lower) and (upper). The decision parameter is:
plot(x0, y0)
for each x from x0+1 to x1:
if p < 0: p += 2*dy
else: y++; p += 2*dy - 2*dx
plot(x, y)
Digitizing (20, 10) to (30, 18)
(so ).
Initial . Start pixel .
| 0 | 6 | (21, 11) |
| 1 | 2 | (22, 12) |
| 2 | -2 | (23, 12) |
| 3 | 14 | (24, 13) |
| 4 | 10 | (25, 14) |
| 5 | 6 | (26, 15) |
| 6 | 2 | (27, 16) |
| 7 | -2 | (28, 16) |
| 8 | 14 | (29, 17) |
| 9 | 10 | (30, 18) |
Plotted pixels: (20,10), (21,11), (22,12), (23,12), (24,13), (25,14), (26,15), (27,16), (28,16), (29,17), (30,18).
Derive the midpoint circle drawing algorithm. Use it to plot the points of a circle with radius 10 and centre at the origin for the first octant.
Midpoint Circle Drawing Algorithm
Derivation
For a circle of radius centred at the origin, the implicit function is:
where inside, on, and outside the circle. We use 8-way symmetry, computing only the second octant ( from 0 to , where slope ) and reflecting.
After plotting , the next is . We test the midpoint between the two candidate pixels and , i.e. at :
- If : midpoint inside choose , and .
- If : midpoint outside choose , and .
Starting at , the initial decision parameter is:
Plotting for , centre origin (first octant)
. Start . Iterate until .
| next | |||
|---|---|---|---|
| 0 | 10 | -9 | 10 |
| 1 | 10 | -6 | 10 |
| 2 | 10 | -1 | 10 |
| 3 | 10 | 6 | 9 |
| 4 | 9 | -3 | 9 |
| 5 | 9 | 8 | 8 |
| 6 | 8 | 5 | 7 |
| 7 | 7 | — | (stop: ) |
First-octant pixels: (0,10), (1,10), (2,10), (3,10), (4,9), (5,9), (6,8), (7,7).
The full circle is obtained by reflecting these across all eight octants: and .
What is 2D geometric transformation? Explain translation, rotation and scaling with their transformation matrices in homogeneous coordinates.
2D Geometric Transformation
A 2D geometric transformation is an operation that changes the position, orientation, or size of an object in the 2D plane by mapping each point to a new point . Using homogeneous coordinates a point is written as , so that all three basic transformations can be expressed as matrix multiplication and composed by multiplying matrices.
1. Translation
Shifts every point by :
Homogeneous coordinates are needed because translation is not linear in alone (cannot be a matrix).
2. Rotation (about origin, angle , counter-clockwise)
3. Scaling (about origin, factors )
If the scaling is uniform; otherwise it is differential. A point is transformed as where , and composite transforms are formed by matrix multiplication (applied right to left).
Section B: Short Answer Questions
Attempt any EIGHT questions.
Explain the working principle of a Raster scan display and a Random (vector) scan display.
Raster Scan vs Random (Vector) Scan Display
Raster Scan Display
The screen is a grid of pixels. The electron beam sweeps the entire screen one horizontal line (scan line) at a time, from top-left to bottom-right, in a fixed raster pattern. Picture intensity for every pixel is stored in a frame buffer (refresh buffer) in memory; the beam reads this buffer and turns the beam on/off (or sets intensity) as it scans. The whole screen is refreshed typically 60–80 times per second. Suited for realistic, shaded, filled images (used in TVs and modern monitors), but suffers from aliasing (staircase) effects and needs large memory.
Random (Vector / Stroke) Scan Display
The electron beam is deflected directly from one endpoint of a line to another, drawing only the line segments that make up the picture (not the whole screen). The picture is stored as a set of line-drawing commands in a display list / display file, which the display processor repeatedly executes to refresh the image. It produces smooth, high-resolution lines (no jagged edges) and is ideal for line drawings (CAD, engineering). However, it cannot easily display shaded/filled areas, and refresh time grows with picture complexity.
| Feature | Raster Scan | Random Scan |
|---|---|---|
| Drawing | Line by line, whole screen | Only the lines of the picture |
| Storage | Frame buffer (pixel values) | Display list (line commands) |
| Image quality | Jagged edges; good for shading | Smooth lines; no shading |
| Best for | Photos, games, TV | Line drawings, CAD |
Explain the DDA line drawing algorithm with its advantages and disadvantages.
DDA (Digital Differential Analyzer) Line Algorithm
DDA is an incremental scan-conversion algorithm that computes intermediate pixel positions by sampling the line at unit intervals along the axis of greater change and rounding the result.
Algorithm
For a line from to with , :
steps = max(|dx|, |dy|)
x_inc = dx / steps
y_inc = dy / steps
x = x1; y = y1
for i = 0 to steps:
plot(round(x), round(y))
x = x + x_inc
y = y + y_inc
If , increment by 1 and by each step; if , increment by 1 and by .
Advantages
- Simpler and faster than directly evaluating for every (no multiplication inside the loop).
- Easy to understand and implement; works for lines of any slope.
Disadvantages
- Uses floating-point arithmetic and
round(), which is slower and less accurate than integer methods like Bresenham's. - Accumulation of round-off error can cause the plotted pixels to drift away from the true line for long lines.
Derive the transformation matrix for rotation about an arbitrary point in 2D.
Rotation About an Arbitrary Point in 2D
The standard rotation matrix rotates about the origin only. To rotate an object by angle about an arbitrary pivot point , we compose three transformations:
- Translate the pivot to the origin: .
- Rotate about the origin by : .
- Translate back: .
The composite matrix (applied right to left to a point) is:
Multiplying gives:
Thus the new coordinates are:
Explain the Sutherland-Hodgman polygon clipping algorithm with an example.
Sutherland-Hodgman Polygon Clipping Algorithm
This algorithm clips a polygon against a convex clipping window by clipping the polygon successively against each window edge (left, right, bottom, top). The output polygon from clipping against one edge becomes the input for the next edge.
Procedure
For each clipping edge, the polygon's vertices are processed as ordered edges . For each edge there are four cases (based on whether and are inside the boundary):
| Case | Output | ||
|---|---|---|---|
| 1 | in | in | output |
| 2 | in | out | output intersection |
| 3 | out | out | output nothing |
| 4 | out | in | output , then |
Here is the intersection of edge with the clipping boundary. After processing all four window edges, the remaining vertices form the clipped polygon.
Example
Clip triangle with vertices against the right window edge :
- Edge : both inside () output . (A handled by previous edge.)
- Edge : inside, inside? has , inside; but is outside. So out, in output intersection of with , then .
The result is a clipped polygon lying entirely within . Limitation: it works correctly only for convex clipping windows and may leave spurious connecting edges when clipping concave polygons.
Explain the RGB and CMY color models used in computer graphics.
RGB and CMY Color Models
RGB (Red, Green, Blue) Model
RGB is an additive color model based on adding light. The three primaries — Red, Green, Blue — are combined in varying intensities; adding all three at full intensity produces white, and zero of all three gives black. It is represented as a unit cube with the origin = black and = white. RGB is used by emissive devices that generate light: CRT/LCD monitors, TVs, scanners, and cameras.
CMY (Cyan, Magenta, Yellow) Model
CMY is a subtractive color model based on absorbing (subtracting) light from white. Its primaries — Cyan, Magenta, Yellow — are the complements of RGB. Adding all three ideally gives black, and zero gives white (the paper). It is used by reflective devices such as printers and plotters where pigments absorb wavelengths.
Conversion
CMY is the complement of RGB (for unit-normalized values):
(In practice CMYK adds a black, , channel for true blacks and ink economy.)
Write the transformation matrices for 3D translation, scaling and rotation about the x-axis.
3D Transformation Matrices (Homogeneous Coordinates)
In 3D, points are represented as and transformations as matrices.
1. Translation by
2. Scaling by factors about origin
3. Rotation about the X-axis by angle
The coordinate is unchanged; and rotate:
so that .
Explain the concept of window to viewport transformation.
Window-to-Viewport Transformation
A window is a rectangular region selected in the world-coordinate system that defines what part of the scene is shown. A viewport is a rectangular region on the display device (in device/screen coordinates) that defines where it is shown. The window-to-viewport transformation (viewing transformation) maps points from window coordinates to viewport coordinates while preserving relative positions.
Mapping
Let the window be bounded by – and the viewport by –. A window point maps to viewport point keeping the same relative proportion:
and are the scaling factors. If the aspect ratio is preserved; otherwise the image is stretched. The transformation is effectively translate window to origin → scale by → translate to viewport.
Differentiate between parallel projection and perspective projection.
Parallel vs Perspective Projection
Projection transforms 3D objects onto a 2D view (projection) plane using projectors (lines from object points to the plane).
Parallel Projection
The projectors are parallel to one another (the centre of projection is at infinity). Object dimensions and parallelism are preserved, so it does not give a realistic sense of depth but is accurate for measurements. Used in engineering/CAD drawings (orthographic, oblique).
Perspective Projection
The projectors converge at a single point called the centre of projection (eye). Objects farther from the viewer appear smaller (foreshortening), giving a realistic appearance with vanishing points. Parallel lines (not parallel to the plane) appear to meet. Used in realistic rendering, games, and architecture views.
| Feature | Parallel | Perspective |
|---|---|---|
| Centre of projection | At infinity | Finite point |
| Projectors | Parallel | Converging |
| Size with distance | Unchanged | Decreases (foreshortening) |
| Realism | Less realistic | More realistic |
| Preserves dimensions | Yes | No |
| Use | CAD, engineering | Games, realistic views |
Explain the working of a CRT (Cathode Ray Tube) with a suitable diagram.
Working of a CRT (Cathode Ray Tube)
A CRT is a vacuum tube that produces images by directing a focused beam of electrons onto a phosphor-coated screen.
Main Components and Operation
- Electron Gun (cathode + control grid): A heated cathode (filament) emits electrons by thermionic emission. The control grid regulates the number of electrons (beam intensity / brightness).
- Focusing System: Electrostatic (or magnetic) lenses converge the electrons into a fine, sharp beam so it strikes the screen as a small spot.
- Accelerating Anode: A high positive voltage accelerates the electrons toward the screen, giving them enough energy to excite the phosphor.
- Deflection System: Horizontal and vertical deflection plates (or coils) bend the beam to position the spot anywhere on the screen.
- Phosphor-Coated Screen: When the high-speed electrons strike the phosphor, it emits light at that point. The brief glow is called persistence; the image is kept visible by refreshing (redrawing) it many times per second (e.g. 60 Hz).
Diagram (described)
From left to right: heated cathode/filament → control grid → focusing anode → accelerating anode → (beam passes between) vertical and horizontal deflection plates → narrow beam → phosphor screen at the right where the glowing spot appears. The connecting electron beam runs along the central axis of the evacuated glass tube.
Color CRTs use three electron guns (R, G, B) and a shadow mask so each beam strikes only its corresponding phosphor dots.
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