BSc CSIT (TU) Science Computer Graphics (BSc CSIT, CSC209) Question Paper 2080 Nepal
This is the official BSc CSIT (TU) (Science stream) Computer Graphics (BSc CSIT, CSC209) question paper for 2080, 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 2080 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
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, size, or orientation of a graphics object in the 2D plane by modifying the coordinates of its defining points. The basic transformations are translation, rotation, and scaling.
Using homogeneous coordinates, a 2D point is represented as . This lets all transformations be expressed as matrix multiplications, so a sequence of transformations can be composed by multiplying their matrices.
1. Translation
Moves an object by distances and :
2. Rotation (about origin by angle , counter-clockwise)
3. Scaling (about origin by factors )
If scaling is uniform; otherwise it is differential. The chief advantage of homogeneous coordinates is that translation also becomes a matrix multiplication, enabling composite transformations by a single combined matrix.
Explain the Cohen-Sutherland line clipping algorithm with the region codes and clip a line against a rectangular window with a suitable example.
Cohen-Sutherland Line Clipping Algorithm
This algorithm clips a line segment against a rectangular clip window with edges . It assigns a 4-bit region (out) code to each endpoint indicating its position relative to the window.
Region Codes (bits: TBRL)
| Bit | Position | Set when |
|---|---|---|
| 1 (left) | Left | |
| 2 (right) | Right | |
| 3 (bottom) | Below | |
| 4 (top) | Above |
The nine regions around the window get codes such as 0000 (inside), 0001 (left), 1000 (top), 1010 (top-right), etc.
Algorithm
- Compute out-codes of both endpoints .
- Trivially accept if both codes are
0000(line fully inside) — draw it. - Trivially reject if logical AND of the two codes (both endpoints share an outside region) — discard it.
- Otherwise, pick an endpoint that is outside, find the window edge it crosses, compute the intersection using:
- For a vertical edge :
- For a horizontal edge : , where .
- Replace the outside endpoint with the intersection point, recompute its code, and repeat until accept or reject.
Example
Window: . Line from to .
- Code of : and →
0101. - Code of : inside →
0000. - AND =
0000→ cannot reject; is outside (left & bottom). - Slope .
- Clip against left edge : → point , code
0000. - Now both endpoints inside → draw clipped segment from to .
Thus the visible portion is the segment –.
Explain parallel and perspective projections in 3D graphics. Derive the transformation matrix for perspective projection.
Parallel and Perspective Projections
Projection maps 3D points onto a 2D view (projection) plane along straight lines called projectors.
Parallel Projection
Projectors are parallel to each other (the center of projection is at infinity). It preserves relative proportions and parallel lines, so it is used in engineering/CAD drawings, but does not look realistic.
- Orthographic: projectors perpendicular to the view plane (e.g. front, top, side views).
- Oblique: projectors at an angle to the view plane (e.g. cavalier, cabinet).
Perspective Projection
All projectors converge to a single center of projection (COP) at a finite distance. Objects farther from the viewer appear smaller (foreshortening), and parallel lines meet at vanishing points. This produces realistic images (used in games, visualization).
Derivation of the Perspective Projection Matrix
Let the COP be at the origin and the view plane at (distance from the eye along ). A 3D point projects to on the plane.
By similar triangles (the projector from origin through hits the plane at ):
In homogeneous coordinates with the projection plane at , this is written as:
The homogeneous factor is . Dividing by gives the actual coordinates:
which matches the similar-triangles result. The non-zero entry in the bottom row produces the perspective division, giving the characteristic foreshortening.
Section B: Short Answer Questions
Attempt any EIGHT questions.
Explain the Sutherland-Hodgman polygon clipping algorithm with an example.
Sutherland-Hodgman Polygon Clipping
This algorithm clips a polygon against a convex clipping window by clipping it successively against each window edge, one at a time. The output vertex list from clipping against one edge becomes the input for the next edge (pipeline of four clippers: left, right, bottom, top).
Rule for each edge
For every polygon edge from vertex to vertex , four cases (relative to the current clip edge) decide what is output:
- Both inside: output .
- inside, outside: output the intersection .
- outside, inside: output then .
- Both outside: output nothing.
Example
Clip triangle with vertices against the left edge (inside means ):
- Edge : outside, inside → output intersection and .
- Edge : both inside ( and ) → output .
- Edge : inside, outside → output intersection on . Line : at , → output .
Result after the left edge: polygon . This is then passed to the right, bottom and top clippers in turn.
Limitation: works correctly only for convex clip windows; clipping a concave polygon may produce extraneous connecting edges.
Explain the RGB and CMY color models used in computer graphics.
RGB and CMY Colour Models
RGB Model (Additive)
- Based on the primary colours of light: Red, Green, Blue.
- Colours are formed by adding light: a colour is where each component ranges 0–1 (or 0–255).
- = black, = white; = yellow, = cyan, = magenta.
- Represented as a unit cube with black at the origin and white at the opposite corner; the diagonal is the grey scale.
- Used by emissive devices: CRT/LCD monitors, scanners, cameras, projectors.
CMY Model (Subtractive)
- Based on Cyan, Magenta, Yellow — the complements of RGB.
- Colours are formed by subtracting (absorbing) light from white, suitable for reflective surfaces like printed paper.
- = white (no ink), = black; used by printers and plotters.
Conversion
In practice CMYK adds a separate black (K) ink because mixing C, M, Y inks rarely produces a true black.
Write the transformation matrices for 3D translation, scaling and rotation about the x-axis.
3D Transformation Matrices (Homogeneous, )
A 3D point is .
Translation by
Scaling by about the origin
Rotation about the x-axis by angle
The -coordinate is unchanged; and rotate:
Thus
Explain the concept of window to viewport transformation.
Window-to-Viewport Transformation
The window is the rectangular region selected from the world-coordinate scene to be displayed; the viewport is the rectangular region of the device/screen where it is shown. The window-to-viewport transformation (also called viewing transformation) maps points from world coordinates inside the window to device coordinates inside the viewport, preserving relative position.
Let the window be and the viewport be . A window point maps to keeping the relative proportions:
Solving:
The mapping = translate window to origin → scale by → translate to viewport. If the aspect ratio is preserved; otherwise the image is stretched/compressed.
Differentiate between parallel projection and perspective projection.
Parallel vs Perspective Projection
| Feature | Parallel Projection | Perspective Projection |
|---|---|---|
| Center of projection | At infinity | At a finite distance |
| Projectors | Parallel to each other | Converge to the COP |
| Object size | Independent of distance | Decreases with distance (foreshortening) |
| Parallel lines | Remain parallel | Converge at vanishing points |
| Realism | Less realistic | More realistic, life-like |
| Measurements/proportions | Preserved (true dimensions) | Not preserved |
| Typical use | CAD, engineering drawings | Games, visualization, art |
Summary: Parallel projection keeps true shape and size, useful for technical accuracy, whereas perspective projection mimics how the human eye sees, producing realistic depth at the cost of measurable proportions.
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 beam of electrons onto a phosphor-coated screen.
Diagram (described): A sealed funnel-shaped glass vacuum tube. At the narrow end is the electron gun (heated cathode/filament, control grid, focusing and accelerating anodes). The beam then passes between vertical and horizontal deflection plates/coils, and finally strikes the phosphor-coated screen at the wide flat front.
Components and Operation
- Electron gun / Cathode: A heated filament heats the cathode, which emits electrons by thermionic emission.
- Control grid: Controls the number of electrons (hence brightness/intensity) — more negative voltage → dimmer spot.
- Focusing system: An electrostatic or magnetic lens converges the electrons into a fine sharp beam so it hits a small spot.
- Accelerating anode: A high positive voltage accelerates the beam toward the screen.
- Deflection system: Horizontal and vertical deflection plates (electrostatic) or coils (magnetic) bend the beam to position it anywhere on the screen.
- Phosphor screen: When the high-energy electrons strike the phosphor coating, it fluoresces, emitting light at that point. The glow fades quickly, so the image must be refreshed repeatedly (typically 60+ times per second) to avoid flicker. Persistence is the time the phosphor keeps glowing.
Resolution depends on spot size and the number of points (pixels) that can be displayed; aspect ratio is the width-to-height ratio of displayed points.
Differentiate between object-space and image-space methods of hidden surface removal.
Object-Space vs Image-Space Hidden Surface Removal
Hidden surface removal (visible surface detection) determines which surfaces are visible to the viewer and which are obscured. Methods are classed by the space in which the comparison is done.
| Aspect | Object-Space Method | Image-Space Method |
|---|---|---|
| Where computed | In world/object coordinates on the actual geometry | In screen/device coordinates, pixel by pixel |
| Comparison | Compares objects/surfaces with one another | Decides visibility at each pixel of the projection |
| Accuracy | Independent of resolution; results are exact | Depends on display resolution |
| Computation | Cost grows with number of objects () | Cost grows with number of pixels |
| Examples | Back-face detection, Painter's (depth-sort) algorithm, BSP trees | Z-buffer (depth-buffer), scan-line, area-subdivision, ray casting |
| Re-use on zoom | Must recompute for higher precision | Naturally tied to display |
Summary: Object-space methods work on the geometric description and give resolution-independent, exact results but are expensive for many objects; image-space methods resolve visibility per pixel, are simpler to implement (e.g. Z-buffer), and are limited by screen resolution.
What is a spline? Differentiate between interpolation and approximation splines.
Spline; Interpolation vs Approximation Splines
Spline
A spline is a smooth curve (or surface) constructed to pass through or near a set of given control points. Mathematically it is a piecewise polynomial (commonly cubic) whose pieces join with continuity () at the junction points called knots. The term comes from the flexible draftsman's strip used to draw smooth curves. Splines are widely used for designing curves and surfaces in CAD and graphics (e.g. Bézier, B-spline).
Interpolation vs Approximation Splines
| Interpolation Spline | Approximation Spline |
|---|---|
| The curve passes through every control point. | The curve does not necessarily pass through the control points; it is only guided/attracted toward them. |
| Control points lie on the curve. | Control points generally lie off the curve (only define its shape). |
| Useful for digitizing/fitting a known path of points. | Useful for free-form design where the designer shapes the curve. |
| Example: natural cubic spline, Catmull-Rom. | Example: Bézier curve, B-spline. |
When a curve is to fit existing data points exactly, an interpolation spline is chosen; when the control points are used merely to shape the curve, an approximation spline is used.
Explain the key frame system in computer animation.
Key Frame System in Computer Animation
A key frame is a frame that records a complete description of the scene at an important point in an animation sequence. In a key frame system, the animator specifies only these key frames at selected times, and the system automatically generates the in-between frames (tweens).
Working
- The animator defines key frames at critical instants (e.g. start, extreme positions, end of a motion).
- The intermediate frames are produced by in-betweening (tweening) — interpolating object attributes (position, shape, color, size) between successive key frames.
- Linear interpolation gives uniform motion; non-linear interpolation (e.g. ease-in/ease-out using spline interpolation) gives natural acceleration and deceleration.
Interpolation example
For an object at position in key frame at time and at , an in-between frame at time is:
Advantages
- The animator only draws/specifies a few key poses, saving effort.
- Smooth, controllable motion; consistent timing.
- Used in cel-style, 2D and 3D character animation.
Morphing (shape transformation between two key frames) is a related technique when the key objects have different shapes/number of vertices.
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