BSc CSIT (TU) Science BIT Computer Graphics (BIT304) – 5th Semester (Model) Question Paper 2079 Nepal
This is the official BSc CSIT (TU) (Science stream) BIT Computer Graphics (BIT304) – 5th Semester (Model) question paper for 2079, as set in the model model examination. It carries 60 full marks and a time allowance of 180 minutes, across 12 questions. On Kekkei you can attempt this BIT Computer Graphics (BIT304) – 5th Semester (Model) 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) BIT Computer Graphics (BIT304) – 5th Semester (Model) exam or solving previous years' question papers, this 2079 paper is a great way to practise under real exam conditions.
Section A
Attempt any TWO questions. (2 × 10 = 20)
Define Hermite interpolation in defining a curve. Draw a line with end points and using DDA. [3+7]
(a) Hermite interpolation in defining a curve
A Hermite curve is a cubic parametric curve segment that is defined by two endpoints and the tangent (slope) vectors at those endpoints. Unlike pure point interpolation, Hermite interpolation matches both position and first derivative (tangent) at the boundary points, which gives precise control over the shape and direction of the curve.
For a parameter , the Hermite curve is
where are the endpoints and are the tangent vectors. The four Hermite blending (basis) functions are
In matrix form, , with the Hermite matrix
(b) Drawing the line to using DDA
Step 1 - Compute differences:
Step 2 - Number of steps .
Step 3 - Increments:
Step 4 - Iterate, starting at and plotting the rounded value at each step:
| Step | x | y | Plotted pixel (round) |
|---|---|---|---|
| 0 | 2.0 | 3.0 | (2, 3) |
| 1 | 3.0 | 3.5 | (3, 4) |
| 2 | 4.0 | 4.0 | (4, 4) |
| 3 | 5.0 | 4.5 | (5, 5) |
| 4 | 6.0 | 5.0 | (6, 5) |
| 5 | 7.0 | 5.5 | (7, 6) |
| 6 | 8.0 | 6.0 | (8, 6) |
| 7 | 9.0 | 6.5 | (9, 7) |
| 8 | 10.0 | 7.0 | (10, 7) |
| 9 | 11.0 | 7.5 | (11, 8) |
| 10 | 12.0 | 8.0 | (12, 8) |
These pixels form the line from to .
Differentiate between ambient light and diffuse reflection. Write algorithm for Phong Shading. [4+6]
(a) Ambient light vs Diffuse reflection
| Basis | Ambient light | Diffuse reflection |
|---|---|---|
| Meaning | Uniform background illumination present everywhere due to multiple reflections from the surroundings. | Reflection of light from a dull/matte surface that scatters incident light equally in all directions. |
| Source dependence | Has no specific direction; assumed constant for the whole scene. | Depends on the direction of the light source relative to the surface. |
| Effect of surface orientation | Independent of surface orientation; same intensity regardless of the normal. | Depends on the angle between the surface normal and the light direction . |
| Intensity model | ||
| Viewer dependence | Independent of viewer position. | Independent of viewer position (view-independent, but light-direction dependent). |
| Realism | Prevents objects in shadow from appearing completely black. | Gives objects their basic shaded, three-dimensional appearance. |
Here and are the ambient and diffuse reflection coefficients and are ambient and source intensities.
(b) Phong Shading algorithm
Phong shading (normal-vector interpolation shading) interpolates surface normals across a polygon and applies the illumination model at every pixel, giving smooth, realistic highlights.
Algorithm:
- Compute the vertex normals by averaging the normals of all polygons that share each vertex.
- For each scan line crossing the polygon, linearly interpolate the vertex normals along the polygon edges to obtain the normal at each edge intersection.
- Along the scan line, interpolate the edge normals to compute the surface normal at each pixel.
- Normalize the interpolated normal at every pixel.
- Apply the Phong illumination model at each pixel using the interpolated normal:
where is the light vector, the reflection vector, the view vector, the specular coefficient and the shininess exponent. 6. Set the pixel to the computed color/intensity . 7. Repeat for all pixels of the polygon.
Because the illumination model is evaluated per pixel, Phong shading reproduces specular highlights accurately even inside a polygon, unlike Gouraud shading.
Obtain perspective projection co-ordinates for the pyramid with vertices of base , , , and apex , given that and . [10]
Perspective projection onto the view plane
For a center of projection at and a projection (view) plane at , a point projects to the plane with the perspective scale factor
so that the projected coordinates are
Here and , so the numerator .
Base vertices (): scale factor .
| Vertex | ||||
|---|---|---|---|---|
| (15, 15, 10) | 30 | 30 | 0 | |
| (20, 20, 10) | 40 | 40 | 0 | |
| (25, 15, 10) | 50 | 30 | 0 | |
| (20, 10, 10) | 40 | 20 | 0 |
Apex (): scale factor .
Projected pyramid coordinates
| Vertex | Projected |
|---|---|
| Base 1 | |
| Base 2 | |
| Base 3 | |
| Base 4 | |
| Apex |
All projected points lie on the view plane .
Section B
Attempt any EIGHT questions. (8 × 5 = 40)
How much time is spent scanning across each row of pixels during screen refresh on a raster system with resolution and refresh rate of 60 frames per second? [5]
Given
- Resolution = (so number of rows = 768).
- Refresh rate = 60 frames per second.
Step 1 - Time to refresh one full frame
Step 2 - Time per row (scan line)
The frame contains 768 horizontal rows, so
Result
Approximately (about seconds) is spent scanning across each row of pixels.
What are the disadvantages of flat shading? How they can be eliminated? [5]
Disadvantages of flat shading
Flat (constant) shading computes a single intensity for an entire polygon using one surface normal, which causes:
- Faceted appearance - curved surfaces approximated by polygons look blocky/angular instead of smooth.
- Mach band effect - abrupt intensity changes at polygon edges are exaggerated by the human eye, producing visible bright/dark bands.
- Poor highlight representation - specular highlights falling inside a polygon are missed or wrongly placed because only one normal is used.
- Inaccurate for low-polygon models - quality degrades badly unless a very large number of polygons is used.
- Discontinuous shading - neighbouring polygons of a smooth surface show sudden intensity jumps.
How they can be eliminated
The defects are removed by using intensity-interpolation shading techniques instead of constant shading:
- Gouraud shading - compute intensities at the vertices (using averaged vertex normals) and linearly interpolate them across the polygon, smoothing the colour transitions and reducing Mach banding.
- Phong shading - interpolate the surface normals across the polygon and apply the illumination model per pixel, which removes faceting and correctly reproduces specular highlights inside polygons.
- Increase polygon count / use finer mesh so each facet is smaller and the discontinuities become less noticeable.
Phong shading gives the best elimination of flat-shading defects at the cost of more computation.
Write mid point circle drawing algorithm. [5]
Mid-point Circle Drawing Algorithm
The algorithm exploits the 8-way symmetry of a circle centred at the origin and uses an integer decision parameter to choose between two candidate pixels.
Steps:
- Input the radius and circle centre . Obtain the first point on the circle centred at the origin:
- Initialize the decision parameter:
- At each position , test the sign of :
- If , the next point is and
- Else (), the next point is and
where and or .
- Determine the symmetry points in the other seven octants and plot, translating to the centre:
- Repeat steps 3-4 until .
This generates the full circle using only integer addition and comparisons (no floating point or square roots).
Derive the Bresenham’s decision parameter to draw a line with negative slope. [5]
Bresenham's decision parameter for a line with negative slope
Consider a line with slope where the line goes downward to the right (negative slope), with . As increases by 1, either stays the same or decreases by 1.
The equation of the line: . At step we have plotted and must choose, at , between the two candidate pixels:
- the lower pixel , and
- the same-level pixel .
True line value:
Let be the distance from the true line down to the upper candidate and to the lower candidate . For a negative-slope line:
Decision quantity (choose pixel by sign of ):
Define the decision parameter by multiplying by (positive) to keep it integer, using :
Working it out, the decision parameter is
with constant . The recurrence is obtained from :
- If : choose the lower pixel and
- Else (): choose the same-level pixel and
(The roles of the increments are swapped relative to a positive-slope line because now decrements instead of incrementing.) The initial decision parameter is
What are the conditions for error free generation of polygon table? [5]
Conditions for error-free generation of a polygon table
A polygon surface is stored using three geometric tables - the vertex table, edge table and polygon (surface-facet) table - plus attribute tables. To ensure the tables are consistent and free of errors, the following consistency / validity checks must be satisfied:
- Every vertex is listed as an endpoint of at least two edges. A vertex belonging to only one edge indicates a dangling/incomplete edge.
- Every edge is part of at least one polygon. An edge that belongs to no polygon (or only one polygon for a closed solid) signals a missing surface.
- Every polygon is closed - the edges of each polygon must form a complete loop (the last edge connects back to the first vertex).
- Each edge is shared by at least two polygons (for a closed solid object); an edge appearing in only one polygon may indicate a hole or missing face.
- Every vertex referenced in an edge appears in the vertex table, and every edge referenced in a polygon appears in the edge table (no dangling references).
- No duplicate or coincident edges/vertices - each edge and vertex should be listed only once.
- Each polygon has at least one shared edge so that the surface is connected.
If all these conditions hold, the polygon tables are geometrically consistent and the object can be generated without error.
Differentiate between parallel and perspective projection. [5]
Parallel projection vs Perspective projection
| Basis | Parallel projection | Perspective projection |
|---|---|---|
| Projectors | Projection lines (projectors) are parallel to each other. | Projectors converge to a single point (centre of projection). |
| Centre of projection | At infinity. | At a finite distance from the view plane. |
| Size of object | Object size is preserved; no foreshortening of parallel edges. | Object appears smaller as it gets farther (perspective foreshortening). |
| Realism | Less realistic; does not match human vision. | More realistic; matches how the human eye/camera sees. |
| Parallel lines | Parallel lines remain parallel in the projection. | Parallel lines (not parallel to view plane) converge to vanishing points. |
| Use / accuracy | Used in engineering and architectural drawings where true measurements are needed. | Used where a realistic view is required (games, visualization, art). |
| Types | Orthographic and oblique. | One-point, two-point and three-point perspective. |
In short, parallel projection keeps exact dimensions for accurate drafting, while perspective projection sacrifices exact size for visual realism.
Differentiate between vector and raster scan systems. [5]
Vector (random) scan vs Raster scan systems
| Basis | Vector scan system | Raster scan system |
|---|---|---|
| Drawing method | Draws the picture by directing the electron beam directly along the lines/strokes of the image (random/calligraphic). | Sweeps the electron beam row by row (left-to-right, top-to-bottom) across the entire screen. |
| Picture definition | Stored as a display list / line drawing commands in a refresh buffer. | Stored as intensity values of pixels in a frame buffer (bitmap). |
| Resolution | High resolution for line drawings (smooth lines, no jagged edges). | Resolution limited by the number of pixels; lines can appear jagged/aliased (staircase effect). |
| Image type | Best suited for line drawings / wireframes; cannot easily fill areas. | Can display realistic shaded and filled images, photographs and colours. |
| Cost / memory | Generally more expensive; needs less memory (only line data). | Cheaper; needs a large frame buffer (memory for every pixel). |
| Refreshing | Refreshes by redrawing each line; flicker increases with image complexity. | Refreshes the whole screen at a constant rate (e.g. 60 fps) regardless of complexity. |
| Color | Limited colour capability. | Supports rich colour through per-pixel colour values. |
Thus vector systems excel at sharp line art, whereas raster systems dominate modern displays because they support realistic, filled, coloured images.
Prove that successive rotation is equal to addition of angles. [5]
Proof: successive rotations add their angles
Let a 2D point be rotated about the origin first by angle and then by angle . We show the combined effect equals a single rotation by .
Rotation matrix by angle :
Apply two successive rotations:
Multiply the matrices:
- entry:
- entry:
- entry:
- entry:
(using the trigonometric identities and ).
Therefore:
Hence two successive rotations of and are equivalent to a single rotation by , i.e. rotations are additive. (This proof also holds with homogeneous rotation matrices.)
Write short notes on:
a. Vertex table
b. Key frame
[2 × 2.5 = 5]
a. Vertex table
A vertex table is one of the three geometric data tables used to represent a polygon surface (along with the edge table and the polygon table). It stores the coordinate values of every vertex of the object, each identified by a unique index.
- It defines where the points of the object are located in space.
- The edge table then references vertices from this table to define edges, and the polygon table references edges/vertices to define faces.
- Storing coordinates once in the vertex table avoids duplication and makes editing easy: changing a vertex's coordinates automatically updates every edge and polygon that uses it.
Example:
| Vertex | (x, y, z) |
|---|---|
b. Key frame
A key frame is a frame in computer animation that defines the important/starting and ending positions (states) of an object during a motion sequence. Key frames are drawn or specified by the animator at significant points of the action.
- The frames in between two key frames are generated automatically by interpolation - a process called in-betweening (tweening).
- Key frames define the extreme poses (e.g. the start and end of a jump), and tweening fills the smooth transition.
- This greatly reduces the animator's work, since only key frames must be created manually while intermediate frames are computed (e.g. by linear or spline interpolation of position, rotation, scale).
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