✅ 1. Briefly explain about various color models.
(Easy-to-remember format)
Color models are systems used to represent colors in a numerical form so that computers and
graphics devices can store, display, and manipulate images. Different color models are chosen
based on the device and application.
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1. RGB Color Model (Additive Model)
->Uses R – Red, G – Green, B – Blue
->Works by adding light
->Used in monitors, TVs, mobile screens, digital cameras
->(0,0,0) = Black
->(255,255,255) = White
->Easy to process in graphics hardware
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2. CMYK Color Model (Subtractive Model)
->Uses C – Cyan, M – Magenta, Y – Yellow, K – Black
->Works by subtracting light using inks
->Used for printers and publishing
->Black (K) is added because real CMY inks cannot produce deep black
->Suitable for paper-based outputs
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3. HSV Color Model (Human-friendly model)
->H – Hue: actual color (0°–360°)
->S – Saturation: purity of color
->V – Value: brightness
->Useful for image editing, color picking tools, shading and lighting
---
4. HSL Color Model (Similar to HSV)
->H – Hue, S – Saturation, L – Lightness
->Lightness = 0 (black) → 1 (white)
->Used in graphics design and UI applications
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Summary
RGB is used for displays, CMYK for printing, and HSV/HSL for user-friendly color selection.
Together, these models help computers represent and manipulate colors effectively.
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✅ 2. Write a short note on Polygon Surfaces. (Easy-to-remember format)
Polygon surfaces are the most common method to represent objects in computer graphics. A
polygon is a closed shape made by connecting straight-line segments. By combining many
polygons, we can form complex 2D and 3D models easily and efficiently.
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1. Why Polygons?
->Easy to represent, store, and process
->Most graphics hardware (GPUs) is optimized for polygon operations
->Approximate any curved or irregular surface using many small polygons (called polygon
mesh)
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2. Basic Polygon Properties
->A polygon must be closed (last vertex connects to first)
->It is made of vertices, edges, and interior region
->Can be convex or concave
->Convex: all angles < 180°, simple for processing
->Concave: angles > 180°, harder to fill or clip
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3. Polygon Mesh
->A collection of connected polygons
->Used to build complex 3D shapes
->Types include:
->->Triangle mesh (most common)
->->Quadrilateral mesh
->->General polygon mesh
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4. Polygon Surface Rendering
To display polygon surfaces, graphics systems use:
->Scan-line fill algorithm
->Depth-buffer (Z-buffer)
->Shading methods like Flat, Gouraud, and Phong shading
These techniques ensure accurate filling, visibility, and lighting of polygonal objects.
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Summary
Polygon surfaces form the backbone of modern graphics because they are simple, flexible, and
efficient. Almost all 3D models in games, movies, and simulations are built using polygon
meshes.
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✅ 3. Explain in detail about Depth-Buffer Algorithm. (Easy-to-remember format)
The Depth-Buffer Algorithm, also called the Z-Buffer Algorithm, is one of the most widely used
methods for hidden surface removal in 3D graphics. Its main purpose is to determine which
surface or object is visible at each pixel when multiple objects overlap in a scene.
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1. Basic Idea
Every pixel on the screen has two buffers:
1. Color Buffer – stores the color of the pixel
2. Depth Buffer (Z-buffer) – stores the depth value (distance from the viewer)
While drawing each polygon, the algorithm compares its depth with the already stored depth at
that pixel.
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2. Working Steps
1. Initialize the depth buffer with maximum values (∞).
2. Scan every polygon in the scene pixel by pixel.
3. For each pixel, compute Z-value (distance from the camera).
4. Compare this Z-value with the value stored in the depth buffer.
5. If the new value is smaller (closer to the viewer):
Update the depth buffer with the new Z-value
Update the color buffer with the polygon’s color
6. If the new value is larger, ignore it (hidden surface).
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3. Advantages
->Simple and easy to implement
->Works for any scene complexity
->Fast and ideal for real-time graphics (games, simulations)
->Supported directly by modern GPUs
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4. Disadvantages
->Requires additional memory for depth buffer
->Precision errors can occur for very close surfaces
->Cannot handle transparency easily
---
Summary
The depth-buffer algorithm is a powerful and efficient method for determining visible surfaces
and is the standard technique used in modern computer graphics hardware.
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✅ 4. Briefly explain about 3D Reflection. (Easy-to-remember format)
3D reflection is a geometric transformation used to create a mirror image of a 3D object. It is
widely used in computer graphics for modeling, animation, symmetry operations, and generating
realistic scenes where reflection effects are required.
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1. What is 3D Reflection?
Reflection flips an object across a selected plane, producing a mirrored version. In 3D, the
reflection is always taken with respect to one of the coordinate planes or an arbitrary plane.
Common reflection planes are:
->XY-plane
->YZ-plane
->XZ-plane
->Any plane passing through the origin
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2. Reflection Matrices
a) Reflection in XY-plane
Flips the object across XY-plane (Z becomes negative):
_ _
|1 0 0 0|
|0 1 0 0|
|0 0 -1 0|
|0 0 0 1|
b) Reflection in YZ-plane
Flips X-coordinate:
\begin{bmatrix}
-1 0 0 0 \\
0 1 0 0 \\
0 0 1 0 \\
0 0&0 1
\end{bmatrix}
c) Reflection in XZ-plane
Flips Y-coordinate:
\begin{bmatrix}
1 & 0 & 0 & 0 \\
0 & -1 & 0 & 0 \\
0 & 0 & 1 & 0 \\
0&0&0&1
\end{bmatrix}
---
3. Reflection About an Arbitrary Plane
More complex
Requires translating the plane to the origin
Applying rotation to align it with a coordinate plane
Performing reflection
Reversing the transformation
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Summary
3D reflection mirrors an object across a plane using simple transformation matrices. It is an
essential transformation in 3D modeling, symmetry operations, and animation.
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✅ 5. Explain about design of animation sequence. (Easy-to-remember format)
Designing an animation sequence involves planning and creating a smooth flow of motion for
objects or characters. It is a systematic process used in computer graphics, movies, games, and
simulations to produce realistic and meaningful animation.
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1. Steps in Designing an Animation Sequence
a) Storyboard Preparation
A storyboard is a series of sketches explaining the flow of actions.
It helps visualize the animation before actual production.
Defines key scenes, camera angles, and transitions.
b) Object Definition
Each object or character is identified and described.
Their shapes, sizes, colors, and behaviors are decided.
2D or 3D models are created using graphics tools.
c) Key Frame Specification
Key frames are important poses that represent the start and end of a movement.
They describe major motion changes.
Animators first design these frames to plan the overall motion.
d) In-between Frame Generation (Tweening)
In-between frames fill the gap between key frames.
Computer algorithms generate them automatically.
Ensures smooth and continuous motion.
e) Timing and Motion Control
Timing decides how fast or slow an action happens.
Motion paths, speed curves, and easing functions are added.
Realistic timing improves naturalness of animation.
f) Rendering and Final Output
Frames are rendered with lighting, shading, and textures.
The final sequence is exported as a video or animation file.
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Summary
Animation sequence design is a structured process involving storyboarding, modeling, key-
framing, tweening, and timing to achieve smooth and meaningful animations.
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✅ 6. Describe the various motion specification methods. (Easy-to-remember format)
Motion specification methods are techniques used in animation to describe how an object
moves in a scene. These methods help define the path, speed, timing, and behavior of objects
to create realistic and controlled animations. Motion can be specified mathematically, physically,
or through user-defined rules.
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1. Direct Motion Specification
Animator explicitly defines the position of an object at different times.
Often done using key frames.
Easy to use but requires manual effort.
Suitable for character movements and simple animations.
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2. Procedural Motion Specification
Motion is generated automatically using mathematical formulas or rules.
Examples:
Walking cycles
Particle motion
Water waves
Good for repetitive or natural motion.
Saves time and produces realistic results.
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3. Kinematic Methods
Kinematics deals with the geometry of motion without considering forces.
a) Forward Kinematics (FK)
Joint angles are specified, and the computer calculates final position.
Used for robotic arms and character limbs.
b) Reverse Kinematics (IK)
Final position of the object is given, system finds required joint angles.
Useful for tasks like reaching or foot placement in humans.
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4. Dynamics-Based Motion
Uses physical laws like gravity, friction, and momentum.
Motion is computed using Newton’s laws.
Examples: Falling objects, cloth simulation, bouncing balls.
Produces very realistic animations.
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5. Constraint-Based Motion
Motion is restricted by rules (constraints).
Example: Object must stay on a path, joints must not bend beyond a limit.
Helps maintain realistic movement.
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Summary
Motion specification methods include direct control, procedural motion, kinematic techniques,
dynamics, and constraints—each suitable for different animation needs.
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✅ 7. Write a short note on Hermite Curve. (Easy-to-remember format)
Hermite curves are a type of parametric curve widely used in computer graphics, animation, and
geometric modeling. They allow smooth and controlled curve generation by specifying
endpoints and tangents. Because of their simplicity and flexibility, Hermite curves are commonly
used for motion paths, shape design, and interpolation.
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1. Definition
A Hermite curve is defined using:
Two endpoints: and
Two tangent vectors at these points: and
These four values completely describe the shape of the curve.
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2. Parametric Equation
The curve is represented as:
P(t) = h_1(t)P_0 + h_2(t)P_1 + h_3(t)T_0 + h_4(t)T_1,\quad 0 \le t \le 1
Where are Hermite basis functions:
These functions ensure smooth transitions.
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3. Features of Hermite Curves
Controlled by endpoints and slopes (tangents)
Smooth and continuous first derivative
Easy to compute and render
Useful for animation paths, camera movements, and shape design
Can join multiple Hermite segments to form complex curves
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4. Applications
Keyframe animation (smooth transition between poses)
Designing smooth paths for characters and objects
Modeling tools in CAD and graphics software
Interpolation in simulations and games
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Summary
Hermite curves offer a simple yet powerful way to create smooth curves using endpoint
positions and tangents, making them essential in graphics and animation.
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Here is Answer 8 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 8. Explain the characteristics of Key Frame Animation. (Easy-to-remember format)
Key frame animation is one of the oldest and most important techniques used in 2D and 3D
animation. It works by defining important frames (key frames) that show the starting and ending
positions of an object. The computer then generates the motion in between. This method is
simple, intuitive, and widely used in films, games, and simulations.
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1. Key Characteristics
a) Key Frames Define Major Positions
Key frames represent critical poses or states of an object.
Example: start of a jump, peak point, and landing pose.
These frames capture the main idea of the movement.
b) In-between Frames (Tweening)
The system automatically generates frames between key frames.
This creates smooth and continuous animation.
Tweening reduces manual effort and speeds up animation production.
c) Control Over Timing
Animators can adjust how fast or slow a motion should occur.
Timing directly affects emotion and realism.
Example: slow movement for sadness, fast movement for excitement.
d) Flexibility and Editing
Individual key frames can be easily modified.
Changes automatically affect the entire animation sequence.
Allows quick experimentation and corrections.
e) Natural and Smooth Motion
When key frames are placed correctly, the motion looks natural.
Computer interpolation ensures fluid transitions.
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2. Applications
Character animation
Object movement in games
Camera path design
UI animations and motion graphics
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Summary
Key frame animation provides control, flexibility, and smooth motion by focusing on major poses
and using interpolation for in-between frames.
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Here is Answer 9 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 9. Explain the different illumination models. (Easy-to-remember format)
Illumination models describe how light interacts with surfaces in a scene. They help generate
realistic lighting effects in computer graphics by calculating the brightness and color of each
point on an object. There are three main illumination models: Ambient, Diffuse, and Specular.
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1. Ambient Illumination
Represents indirect light that is scattered everywhere in the environment.
Helps avoid completely dark areas.
Simple model:
I_a = k_a L_a
Produces flat and uniform lighting.
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2. Diffuse Illumination (Lambertian Model)
Light that hits a rough surface and scatters equally in all directions.
Brightness depends on the angle between the light direction and surface normal.
Formula:
I_d = k_d L_d \cos\theta
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3. Specular Illumination (Phong Model)
Represents shiny highlights seen on polished surfaces like metal, plastic, or glass.
Controlled by shininess factor .
Formula:
I_s = k_s L_s (\cos\alpha)^n
Produces bright spots known as specular highlights.
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4. Combined Illumination Model (Phong Lighting Model)
Total illumination is:
I = I_a + I_d + I_s
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Summary
Illumination models help simulate real-world lighting using ambient, diffuse, and specular
components, forming the foundation for realistic rendering.
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Here is Answer 10 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 10. Explain in detail about Binary-Space Partitioning Trees (BSP Trees). (Easy-to-remember
format)
Binary-Space Partitioning (BSP) Trees are data structures used in computer graphics to
efficiently organize objects in a scene. They help with hidden surface removal, rendering order,
collision detection, and efficient scene management in 3D environments.
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1. Basic Idea
A BSP tree divides a 2D or 3D space into two half-spaces using a plane (in 3D) or a line (in 2D).
This process is repeated recursively, forming a binary tree.
Each node in the tree represents a region of space.
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2. How BSP Trees are Constructed
1. Select a polygon (or plane) as the partitioning plane.
2. Classify all other polygons as:
Front of the plane
Back of the plane
On the plane
3. Recursively repeat the process for both front and back sets.
4. Continue until all polygons are placed in the tree.
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3. Applications
a) Hidden Surface Removal
BSP trees help determine which objects are visible from a viewpoint.
Rendering is done in back-to-front order (Painter’s Algorithm).
b) Collision Detection
Used in games to detect when objects interact with walls or obstacles.
c) Efficient Rendering
Frequently used in early 3D engines (like Doom and Quake).
Helps quickly determine what parts of the scene need to be drawn.
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4. Advantages
Efficient for static scenes
Provides fast visibility determination
Good for complex environments
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5. Disadvantages
Preprocessing time is high
Not suitable for dynamic scenes where objects frequently move
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Summary
BSP trees divide space into hierarchical regions, enabling efficient rendering and visibility
checks in computer graphics.
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Here is Answer 11 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 11. Briefly explain Area Subdivision Method. (Easy-to-remember format)
The Area Subdivision Method is a hidden surface removal technique used in computer graphics.
Instead of checking each individual pixel or polygon, this method divides the screen into smaller
regions (areas) and determines the visibility of surfaces within each region. It is especially useful
for scenes with large, flat polygons.
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1. Basic Idea
The viewing area is subdivided into smaller rectangles.
For each area, the algorithm checks if it is covered by:
1. One polygon completely → draw it
2. Multiple polygons → subdivide further
3. No polygon → leave it empty
Subdivision continues until the area is simple enough to resolve visibility.
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2. Main Tests Used
a) Surrounding (Inside) Test
Check if all corners of the region lie inside a polygon.
b) Overlap Test
Check if the region overlaps with more than one polygon.
c) Single Polygon Test
If only one polygon covers the region, it is immediately filled.
d) Surface Orientation Test
Check polygon’s normal to determine visibility.
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3. Advantages
Works well for scenes with large, simple polygons
Less memory usage than depth-buffer method
Good for hierarchical rendering
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4. Disadvantages
Complex for scenes with many small polygons
Subdivision may continue deeply, causing overhead
Not suitable for highly detailed models
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Applications
CAD applications
Visible surface detection in structured environments
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Summary
The Area Subdivision Method resolves visibility by repeatedly dividing the viewing region until
each area can be uniquely assigned a visible polygon.
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Here is Answer 12 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 12. Derive the transformation matrix for rotation in 3D. (Easy-to-remember format)
Rotation in 3D is a fundamental geometric transformation used to rotate objects around the
principal axes: X-axis, Y-axis, and Z-axis. Each rotation has its own transformation matrix
depending on the axis chosen. These matrices are widely used in modeling, animation, robotics,
and simulations.
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1. Rotation About X-Axis
Here, the object rotates in the Y–Z plane, while X remains unchanged.
\begin{bmatrix}
1 & 0 & 0 & 0 \\
0 & \cos\theta & -\sin\theta & 0 \\
0 & \sin\theta & \cos\theta & 0 \\
0&0&0&1
\end{bmatrix}
---
2. Rotation About Y-Axis
The rotation takes place in the X–Z plane, and Y remains constant.
\begin{bmatrix}
\cos\theta & 0 & \sin\theta & 0 \\
0 & 1 & 0 & 0 \\
-\sin\theta & 0 & \cos\theta & 0 \\
0&0&0&1
\end{bmatrix}
---
3. Rotation About Z-Axis
The rotation occurs in the X–Y plane, while Z remains fixed.
\begin{bmatrix}
\cos\theta & -\sin\theta & 0 & 0 \\
\sin\theta & \cos\theta & 0 & 0 \\
0 & 0 & 1 & 0 \\
0&0&0&1
\end{bmatrix}
---
4. How These Matrices Are Derived
A rotation matrix is formed by examining how the unit vectors along each axis change after
rotation.
For example, in Z-axis rotation:
The new X coordinate becomes
The new Y coordinate becomes
This forms the 1st and 2nd rows of the matrix.
Similarly, rotating around X or Y modifies only the corresponding two axes.
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Summary
3D rotation matrices are essential tools in graphics. Each axis has a specific matrix, and any
complex rotation can be built by combining these three basic rotations.
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Here is Answer 13 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 13. Explain the 3D Transformations. (Easy-to-remember format)
3D transformations change the position, size, or orientation of objects in 3D space. They are
represented by 4×4 homogeneous matrices, which allow translation, rotation, scaling, and
projection to be combined conveniently. Common 3D transformations are described below.
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1. Translation
Moves an object by vector .
Matrix (homogeneous):
\begin{bmatrix}
1 & 0 & 0 & t_x\\
0 & 1 & 0 & t_y\\
0 & 0 & 1 & t_z\\
0&0&0&1
\end{bmatrix}
---
2. Scaling
Changes object size by factors .
Matrix: diag().
Uniform scaling uses same factor on all axes.
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3. Rotation
Rotates about X, Y, or Z axes (use 4×4 matrices).
Combine rotations to get arbitrary orientation.
Order matters: rotation then translation ≠ translation then rotation.
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4. Shear (Skew)
Slants one axis in proportion to another; used for special effects.
Represented by off-diagonal terms in the matrix.
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5. Reflection
Mirrors object across a plane (change sign of appropriate axis).
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6. Composite Transformations
Multiple transforms combine by matrix multiplication.
Use homogeneous coordinates so translation and linear transforms unify.
Inverse exists for rigid transforms (useful for camera transforms).
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7. Projection
Perspective projection maps 3D to 2D with depth foreshortening.
Orthographic projection preserves parallelism (no perspective).
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Summary
3D transformations—translation, scaling, rotation, shear, reflection, and projections—are
implemented with 4×4 matrices in homogeneous coordinates. Composition, order, and
invertibility are key for modeling, animation, and camera control.
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Here is Answer 14 in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 14. Explain about Raster Animation. (Easy-to-remember format)
Raster animation refers to creating animation by manipulating images at the pixel level on raster
displays. Modern computer screens, TVs, and mobile devices all use raster graphics, making
raster animation one of the most widely used methods in 2D and 3D graphics.
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1. What is Raster Animation?
Raster images are made up of a grid of pixels.
Animation is created by changing the pixel values frame by frame.
When frames are played rapidly (usually 24–60 fps), the motion appears smooth to the viewer.
Used in cartoons, video games, multimedia, and GUI animations.
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2. Techniques Used in Raster Animation
a) Frame-by-Frame Animation
Entire frames are drawn separately.
Similar to traditional cartoon animation.
Simple but requires more memory for storing frames.
b) Sprite Animation
Small moving objects (sprites) are drawn over a background.
Background does not change; only sprite pixels are updated.
Efficient and widely used in 2D games.
c) Morphing
Gradual pixel-based transformation from one image to another.
Used in special effects, logo animations, and transitions.
d) Tweening
Intermediate frames are generated between key frames.
Reduces manual work and ensures smooth transition.
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3. Advantages
Simple to implement
Works well with raster displays
Supports detailed textures and colors
Efficient for game and UI animations
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4. Limitations
High memory usage for many frames
Pixel manipulation can be slow if not optimized
Scaling raster images may reduce quality
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Summary
Raster animation creates motion by updating pixel values across frames. Techniques like
sprites, tweening, and morphing make raster animation efficient and widely used in games,
apps, and multimedia.
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Here is Answer 15, written in the same easy-to-remember, BTech-style, 200–250 words format.
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✅ 15. Explain Viewing Pipeline. (Easy-to-remember format)
The viewing pipeline (or viewing transformation pipeline) is the sequence of steps used to
convert a 3D scene into a 2D image on the screen. It defines how objects in the world are
positioned, viewed, projected, and finally displayed. This pipeline ensures that the scene is
rendered correctly from the chosen camera viewpoint.
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1. Steps in the Viewing Pipeline
a) Modeling Transformation
Converts object coordinates into world coordinates.
Includes translation, scaling, and rotation applied to each model.
Places all objects into the same 3D world.
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b) Viewing Transformation
Places and orients the camera (eye) in the scene.
Converts world coordinates into view coordinates.
Defines the camera position, look direction, and up direction.
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c) Projection Transformation
Two types:
i) Perspective Projection
Objects farther from the camera appear smaller.
Produces realistic 3D images.
ii) Orthographic Projection
Objects maintain size regardless of depth.
Used in CAD and engineering drawings.
This step converts view coordinates into clip coordinates.
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d) Clipping
Removes objects or parts of objects outside the view volume.
Prevents unnecessary calculations and improves efficiency.
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e) Viewport Transformation
Maps the 2D projected image onto the screen or window.
Converts normalized device coordinates to pixel coordinates.
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2. Summary
The viewing pipeline transforms 3D objects from model space → world space → camera space
→ projection → screen. It defines how a 3D scene is captured and displayed on a 2D raster
device.
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