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17CS62 - COMPUTER GRAPHICS AND VISUALIZATION

6TH SEMESTER CSE

Answer Script for Module 1

Solved Previous Year Question Paper

CBCS SCHEME


COMPUTER GRAPHICS AND VISUALIZATION

[As per Choice Based Credit System (CBCS) scheme]

(Effective from the academic year 2017 - 2018)

SEMESTER - VI

Subject Code 17CS62

IA Marks 40

Number of Lecture Hours/Week 3

Exam Marks 60



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These Questions are being framed for helping the students in the "FINAL Exams" Only (Remember for Internals the Question Paper is set by your respective teachers). Questions may be repeated, just to show students how VTU can frame Questions.

- ADMIN


17CS62 - COMPUTER GRAPHICS AND VISUALIZATION

6TH SEMESTER CSE

Answer Script for Module 1



× CLICK ON THE QUESTIONS TO VIEW ANSWER

6.1 openGL:

A basic library of functions is provided in

OpenGL

for specifying graphics primitives, attributes, geometric transformations, viewing transformations, and many other operations.

OpenGL

is designed to be hardware independent, so many operations, such as input and output routines, are not included in the basic library. However, input and output routines and many additional functions are available in auxiliary libraries that have been developed for

OpenGL programs

.

6.2 Library:

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Function names in the

OpenGL basic library

(also called the OpenGL core library) are prefixed with gl, and each component word within a function name has its first letter capitalized. The following examples illustrate this naming convention:

glBegin, glClear, glCopyPixels, glPolygonMode

Certain functions require that one (or more) of their arguments be assigned a symbolic constant specifying, for instance, a parameter name, a value for a parameter, or a particular mode. All such constants begin with the uppercase letters GL.

In addition, component words within a constant name are written in capital letters, and the underscore ( ) is used as a separator between all component words in the name. The following are a few examples of the several hundred symbolic constants available for use with OpenGL functions:

GL_2D, GL_RGB, GL_CCW, GL_POLYGON, GL_AMBIENT_AND_DIFFUSE

The OpenGL functions also expect specific data types. For example, an OpenGL function parameter might expect a value that is specified as a 32-bit integer. But the size of an integer specification can be different on different machines. To indicate a specific data type, OpenGL uses special built-in, data-type names, such as

GLbyte, GLshort, GLint, GLfloat, GLdouble, GLboolean

In addition to the OpenGL basic (core) library, there are a number of associated libraries for handling special operations.

The

OpenGL Utility (GLU)

provides routines for setting up viewing and projection matrices, describing complex objects with line and polygon approximations, displaying quadrics and B-splines using linear approximations, processing the surface-rendering operations, and other complex tasks.

Every OpenGL implementation includes the GLU library, and all GLU function names start with the prefix glu. There is also an objectoriented toolkit based on OpenGL, called

Open Inventor

, which provides routines and predefined object shapes for interactive three-dimensional applications. This toolkit is written in C++.

The

OpenGL Extension to the X Window System (GLX)

provides a set of routines that are prefixed with the letters glX. Apple systems can use the Apple GL (AGL) interface for window-management operations.

Function names for this library are prefixed with agl. For Microsoft Windows systems, the

WGL

routines provide a

Windows-to-OpenGL interface

. These routines are prefixed with the letters wgl. The Presentation Manager to OpenGL (PGL) is an interface for the IBM OS/2, which uses the prefix pgl for the library routines.

The

OpenGL Utility Toolkit (GLUT)

provides a

library of functions for interacting with any screen-windowing system

. The GLUT library functions are prefixed with glut, and this library also contains methods for describing and rendering quadric curves and surfaces.

Since GLUT is an interface to other device-specific window systems, we can use it so that our programs will be device-independent. Information regarding the latest version of GLUT

6.3 Structure of a program:

6.3.1 Header Files:

we will need to include the header file for the OpenGL core library. For most applications we will also need GLU, and on many systems we will need to include the header file for the window system.

#include <windows.h>

#include <GL/gl.h>

#include <GL/glu.h>

6.3.2 Creating a window:

Now that we have our library, we can begin to design our interface by creating our window inside our int main() function:

#include <GL/gl.h>

#include <GL/glut.h>

#include <GL/glu.h>

void display() { /* empty function required as of glut 3.0 */ }

int main(int argc, char *argv[])

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);

glutInitWindowSize(800,600);

glutCreateWindow("Hello World");

glutDisplayFunc(display);

glutMainLoop();

return 0;

}

We first call glutInit(), which starts up GLUT for our use. Next, we set up a display mode. For now, just use the settings we've provided here for glutInitDisplayMode. You might tweak these settings later. Then we tell GLUT how big we want our window to be; 800 by 600 is OK for now. Finally, we actually create the window with glutCreateWindow(), passing the window title as an argument, and give control of our program to GLUT through glutMainLoop(). Never forget to call glutMainLoop() when you use GLUT!



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1.1

DDA:

The

digital differential analyser

(DDA) is a scan-conversion line algorithm based on calculating either δy or δx, using Equation

"δy = m · δx"

or Equation "

δx = δy / m

". A line is sampled at unit intervals in one coordinate and the corresponding integer values nearest the line path are determined for the other coordinate.

1.2

Breseham's Line Drawing Algorithm:

Refer 3rd Question & Answer or Click Here


1.1

BitMap:

A frame buffer with one bit per pixel is commonly called a

bitmap.

1.2

Pixmap:

A frame buffer with multiple bits per pixel is a

pixmap.

1.3

aspect Ratio:

The number of pixel columns divided by the number of scan lines that can be displayed by the system is called as

Aspect Ratio

.

Aspect ratio

can also be described as the number of horizontal points to vertical points (or vice versa) necessary to produce equal-length lines in both directions on the screen. Thus, an aspect ratio of 4/3, for example, means that a horizontal line plotted with four points has the same length as a vertical line plotted with three points, where line length is measured in some physical nits such as centimetres

1.4

Framebuffer:

Picture definition is stored in a memory area called the

refresh buffer

or

frame buffer

, where the term frame refers to the total screen area. This memory area holds the set of color values for the

screen points

. These stored

color values

are then retrieved from the

refresh buffer

and used to

control the intensity of the electron beam

as it moves from spot to spot across the screen.



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1.1

Primitives:

In OpenGL, an object is made up of geometric primitives such as triangle, quad, line segment and point. A primitive is made up of one or more vertices. OpenGL supports the following primitives:

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1.2

Program:

9.2.1 points:

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9.2.2 Lines:

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9.2.3 Quad:

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