Skip to main content

Chapter 3

Computer Graphics

PU BCA past exam questions

Past questions and answers

58 questions set from this chapter, 4 of them more than once; 4 are most repeated (set, or a close variant set, in 3 or more exams). Most repeated first.

  • Most repeated · 3 of 5 exams
  • Asked 2 times
  • 2025 Spring · 7 marks
  • 2024 Spring · 7 marks

Define projection. Explain perspective projection with the expression and matrix representation.

Similar questions: Parallel and perspective projection (2023 Spring)

Answer

Projection is the transformation of a 3D object onto a 2D view plane. Each point is mapped along projectors (lines of projection) to its intersection with the plane. The two main kinds are parallel projection (projectors parallel) and perspective projection (projectors meet at a centre of projection).

Perspective projection

All projectors converge at the centre of projection (eye point). Objects farther away look smaller (perspective foreshortening), which gives a realistic view, but parallel lines (not parallel to the view plane) converge and sizes/angles are not preserved.

Take the centre of projection at the origin and the view plane at z=dz = d. A point P(x,y,z)P(x,y,z) projects to P′(xp,yp,d)P'(x_p, y_p, d). By similar triangles:

xpd=xz,ypd=yz\frac{x_p}{d} = \frac{x}{z},\qquad \frac{y_p}{d} = \frac{y}{z}

xp=x dz=xz/d,yp=y dz=yz/d,zp=dx_p = \frac{x\,d}{z} = \frac{x}{z/d},\qquad y_p = \frac{y\,d}{z} = \frac{y}{z/d},\qquad z_p = d

Matrix form (homogeneous coordinates):

[xhyhzhh]=[100001000010001/d0][xyz1]=[xyzz/d]\begin{bmatrix}x_h\\y_h\\z_h\\h\end{bmatrix} = \begin{bmatrix}1&0&0&0\\0&1&0&0\\0&0&1&0\\0&0&1/d&0\end{bmatrix}\begin{bmatrix}x\\y\\z\\1\end{bmatrix} = \begin{bmatrix}x\\y\\z\\z/d\end{bmatrix}

Dividing by h=z/dh = z/d gives xp=x/h=xd/zx_p = x/h = xd/z, yp=y/h=yd/zy_p = y/h = yd/z, zp=z/h=dz_p = z/h = d.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • Most repeated · 3 of 5 exams
  • Asked 2 times
  • 2024 Spring · 7 marks
  • 2023 Spring · 8 marks

Explain RGB and CMYK color model, Why CMYK is called subtractive color?

Similar questions: RGB and CMYK color models (2025 Spring)

Answer

RGB colour model

RGB uses Red, Green and Blue as primary colours of light. Colours are produced by mixing these lights in different intensities (0-255 each, giving about 16.7 million colours). It is used in monitors, TVs, cameras and scanners. R + G = yellow, G + B = cyan, R + B = magenta, R + G + B = white, and no light = black. It is an additive model.

CMYK colour model

CMYK uses Cyan, Magenta, Yellow and Key (Black) inks. It is the model for printing. C=1−R, M=1−G, Y=1−BC=1-R,\ M=1-G,\ Y=1-B. Black ink is added because overlaying C, M, Y gives only a dull dark brown and black text would otherwise need three inks.

Why CMYK is subtractive

Printing starts with white paper, which reflects all wavelengths. Each ink acts as a filter that absorbs (subtracts) some part of the white light: cyan absorbs red, magenta absorbs green and yellow absorbs blue. Adding more ink subtracts more light, and all inks together absorb almost all light, giving black; with no ink the paper stays white. Since colours are obtained by subtracting wavelengths from white light, the model is called subtractive.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • Most repeated · 3 of 5 exams
  • 2025 Spring · 8 marks

Explain RGB and CMYK color model, Why CMYK is called subtractive color and RGB is called additive color model?

Similar questions: RGB, CMYK, subtractive color (2024 Spring)

Answer

RGB colour model

RGB uses Red, Green and Blue as primary colours. Every colour is made by mixing these three lights in different intensities; each is typically 8 bits (0-255), giving 224≈16.72^{24}\approx16.7 million colours. It is used by light-emitting devices such as monitors, TVs, cameras and scanners.

  • R + G = Yellow, G + B = Cyan, R + B = Magenta
  • R + G + B = White, none = Black

CMYK colour model

CMYK uses Cyan, Magenta, Yellow and Black (K). It is used in printing. Cyan, magenta and yellow are the complements of R, G and B (C=1−RC=1-R, M=1−GM=1-G, Y=1−BY=1-B). Black ink is added because mixing C, M and Y gives a muddy dark brown rather than true black, and black ink is cheaper and sharper for text.

Why RGB is additive

Colours are produced by adding light to a black (dark) screen. Starting with no light (black), adding red, green and blue light together gives white. More light means a brighter colour.

Why CMYK is subtractive

Printing starts with white paper that reflects all colours. Each ink absorbs (subtracts) part of the white light: cyan absorbs red, magenta absorbs green, yellow absorbs blue. Adding more ink removes more light, and all inks together absorb nearly everything, giving black. Hence it is a subtractive model.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • Most repeated · 3 of 5 exams
  • 2023 Spring · 7 marks

Define parallel and perspective projection. Derive the expression and matrix representation for Perspective Projection.

Similar questions: Oblique parallel projection (2025 Spring) · Perspective projection expression and matrix (2025 Spring)

Answer

Parallel projection

Projectors are parallel to each other, so the centre of projection is at infinity. Sizes and parallel lines are preserved but there is no depth effect. Types: orthographic (projectors perpendicular to the plane) and oblique (cavalier, cabinet). Used in engineering drawing.

Perspective projection

Projectors converge at a centre of projection (the eye). Objects farther away look smaller (perspective foreshortening) and parallel lines meet at vanishing points, giving realistic views, but true sizes are not preserved.

Derivation of perspective projection

Take the centre of projection at the origin and the view plane at z=dz=d. A point P(x,y,z)P(x,y,z) projects to P′(xp,yp,d)P'(x_p,y_p,d). By similar triangles:

xpd=xz⇒xp=x dz=xz/d,ypd=yz⇒yp=y dz=yz/d,zp=d\frac{x_p}{d}=\frac{x}{z}\Rightarrow x_p=\frac{x\,d}{z}=\frac{x}{z/d},\qquad \frac{y_p}{d}=\frac{y}{z}\Rightarrow y_p=\frac{y\,d}{z}=\frac{y}{z/d},\qquad z_p=d

Matrix representation

Using homogeneous coordinates:

[xhyhzhw]=[100001000010001/d0][xyz1]=[xyzz/d]\begin{bmatrix}x_h\\y_h\\z_h\\w\end{bmatrix}=\begin{bmatrix}1&0&0&0\\0&1&0&0\\0&0&1&0\\0&0&1/d&0\end{bmatrix}\begin{bmatrix}x\\y\\z\\1\end{bmatrix}=\begin{bmatrix}x\\y\\z\\z/d\end{bmatrix}

Dividing by w=z/dw=z/d: xp=xh/w=xd/zx_p=x_h/w=xd/z, yp=yh/w=yd/zy_p=y_h/w=yd/z, zp=zh/w=dz_p=z_h/w=d.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • Asked 2 times
  • 2025 Spring · 8 marks
  • 2023 Spring · 8 marks

Why do we need clipping? Explain Cohen-Sutherland Line Clipping algorithm with necessary example.

Similar questions: Clipping, Cohen-Sutherland (2025 Spring)

Answer

Need for clipping

Clipping removes the part of a picture lying outside a clipping window (or volume). It is needed because:

  • only the portion inside the window is to be displayed, so objects partly outside must be cut;
  • it avoids wasted processing/drawing of invisible parts and saves time and memory;
  • it prevents writing outside the frame buffer/viewport (which would corrupt other regions);
  • it is used in viewing transformation, windowing, 3D hidden-part removal and multi-window displays.

Cohen-Sutherland line clipping

The plane is divided into 9 regions by the window edges. Each end point gets a 4-bit region code (outcode) b4b3b2b1b_4b_3b_2b_1 = Top, Bottom, Right, Left:

  • bit 1 (Left) = 1 if x<xminx<x_{min}
  • bit 2 (Right) = 1 if x>xmaxx>x_{max}
  • bit 3 (Bottom) = 1 if y<yminy<y_{min}
  • bit 4 (Top) = 1 if y>ymaxy>y_{max}

The window itself has code 0000.

Algorithm:

  1. Compute codes of both end points.
  2. If both codes are 0000 (OR = 0): line is completely inside, accept (trivial accept).
  3. If the logical AND of codes is not 0000: line is completely outside one edge, reject (trivial reject).
  4. Otherwise pick an end point outside the window, find the intersection with a window edge it violates, replace the end point with the intersection, recompute its code, and go back to step 2.

Intersection formulas, with m=(y2−y1)/(x2−x1)m=(y_2-y_1)/(x_2-x_1):

  • vertical edge x=Xx=X: y=y1+m(X−x1)y=y_1+m(X-x_1)
  • horizontal edge y=Yy=Y: x=x1+(Y−y1)/mx=x_1+(Y-y_1)/m

Example

Window: xmin=2, xmax=8, ymin=2, ymax=6x_{min}=2,\ x_{max}=8,\ y_{min}=2,\ y_{max}=6. Line P1(1,3)P_1(1,3) to P2(9,5)P_2(9,5).

  • P1P_1: x<2x<2 so code 00010001. P2P_2: x>8x>8 so code 00100010.
  • OR is 0011≠00011\ne0, AND is 00000000, so clipping is required.
  • m=(5−3)/(9−1)=0.25m=(5-3)/(9-1)=0.25.
  • Clip P1P_1 with x=2x=2: y=3+0.25(2−1)=3.25y=3+0.25(2-1)=3.25 gives (2,3.25)(2,3.25), code 0000.
  • Clip P2P_2 with x=8x=8: y=3+0.25(8−1)=4.75y=3+0.25(8-1)=4.75 gives (8,4.75)(8,4.75), code 0000.

Both codes are now 0000, so the visible part is the line from (2,3.25)(2,3.25) to (8,4.75)(8,4.75).

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • Asked 2 times
  • 2025 Spring · 5 marks
  • 2024 Spring · 5 marks

Write short notes on: Graphics and Image Processing

Answer

Graphics and image processing

Computer graphics is the creation and manipulation of pictures from descriptions or models (points, lines, polygons, equations) using a computer. Input is a description of objects, output is an image. Examples: games, CAD, animation, GUIs.

Image processing is the analysis and modification of existing images (photos, scans, satellite images) to improve them or extract information. Input is an image, output is an improved image or data. Operations include enhancement, noise removal, restoration, compression, segmentation and recognition. Examples: medical imaging, remote sensing, face recognition, OCR.

Computer graphicsImage processing
Synthesises images from dataAnalyses/changes existing images
Model to imageImage to image (or features)
Uses geometry, renderingUses filtering, transforms, statistics

The two fields overlap: e.g. texture mapping and augmented reality use both.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Why do we need clipping? Explain Cohen-Sutherland Line Clipping algorithm.

Similar questions: Clipping, Cohen-Sutherland with example (2025 Spring)

Answer

Why clipping is needed: only the part of a picture lying inside the viewing window (clip window) is to be displayed. Clipping removes the portions outside the window, so that processing and display time is not wasted on invisible parts, and the drawing does not overflow into other screen areas or memory.

Cohen-Sutherland line clipping

The plane is divided into 9 regions by the window edges. Every endpoint gets a 4-bit region code (outcode) b4b3b2b1b_4 b_3 b_2 b_1:

  • bit 1 = 1 if x<xminx < x_{min} (left)
  • bit 2 = 1 if x>xmaxx > x_{max} (right)
  • bit 3 = 1 if y<yminy < y_{min} (below)
  • bit 4 = 1 if y>ymaxy > y_{max} (above)

The window itself has code 0000.

Steps

  1. Find the codes of both endpoints P1,P2P_1, P_2.
  2. Trivially accept if both codes are 0000 (OR of codes = 0000): draw the whole line.
  3. Trivially reject if the logical AND of the codes is non-zero (both endpoints on the outer side of the same edge): discard the line.
  4. Otherwise (partially inside): choose an endpoint outside the window (non-zero code), and find the intersection with a window edge for the first set bit, using the slope m=(y2−y1)/(x2−x1)m = (y_2-y_1)/(x_2-x_1):
    • left/right edge: y=y1+m(xedge−x1)y = y_1 + m(x_{edge} - x_1)
    • bottom/top edge: x=x1+(yedge−y1)/mx = x_1 + (y_{edge} - y_1)/m
  5. Replace the outside endpoint by the intersection point, recompute its code, and repeat from step 2 until the line is accepted or rejected.

Example: a line with codes 0001 and 1000 has AND = 0000, so it cannot be rejected immediately; it is clipped against the left edge, then the top edge, until the remaining segment is accepted or rejected.

Advantage: quickly accepts or rejects most lines without computing intersections. Disadvantage: may need several intersection computations for lines that are outside but not trivially rejected.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Define projection. Derive the expression and matrix representation for oblique parallel projection.

Similar questions: Parallel and perspective projection (2023 Spring)

Answer

Projection

Projection is the transformation of 3D object coordinates onto a 2D view plane. In parallel projection the projectors are parallel; in oblique parallel projection they are parallel to each other but not perpendicular to the view plane.

Derivation

Let the view plane be z=0z=0. A point P(x,y,z)P(x,y,z) projects to Pp(xp,yp)P_p(x_p,y_p) on the plane. The projector makes angle α\alpha with the view plane; the projection of the projector onto the plane makes angle ϕ\phi with the xx-axis. Let (x,y)(x,y) be the point (x,y,0)(x,y,0) lying directly below PP on the plane, and LL the length of the line from (x,y)(x,y) to (xp,yp)(x_p,y_p).

Then tan⁡α=z/L\tan\alpha = z/L, so L=z/tan⁡α=zL1L=z/\tan\alpha = zL_1 where L1=cot⁡αL_1=\cot\alpha. From the geometry:

xp=x+Lcos⁡ϕ=x+zL1cos⁡ϕx_p = x + L\cos\phi = x+ zL_1\cos\phi

yp=y+Lsin⁡ϕ=y+zL1sin⁡ϕy_p = y + L\sin\phi = y+ zL_1\sin\phi

zp=0z_p=0

Matrix form

[xpypzp1]=[10L1cos⁡ϕ001L1sin⁡ϕ000000001][xyz1]\begin{bmatrix}x_p\\y_p\\z_p\\1\end{bmatrix}=\begin{bmatrix}1&0&L_1\cos\phi&0\\0&1&L_1\sin\phi&0\\0&0&0&0\\0&0&0&1\end{bmatrix}\begin{bmatrix}x\\y\\z\\1\end{bmatrix}

Special cases:

  • Cavalier projection: α=45∘\alpha=45^\circ, so L1=1L_1=1 and lengths perpendicular to the plane are preserved.
  • Cabinet projection: tan⁡α=2\tan\alpha=2 (α≈63.4∘\alpha\approx63.4^\circ), so L1=1/2L_1=1/2 and perpendicular lengths are halved.
  • For orthographic projection L1=0L_1=0 and the matrix reduces to dropping zz.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

What is the difference between computer graphics and image processing? Explain the Application of computer graphics.

Answer

Computer graphics vs image processing

Computer graphicsImage processing
Creates (synthesizes) images from models, descriptions or data.Analyses and modifies existing images.
Input: geometric data, equations, objects. Output: an image.Input: an image. Output: an improved image or information about it.
Concerned with rendering, modelling, animation.Concerned with enhancement, restoration, compression, recognition.
Example: drawing a 3D model, a game scene.Example: removing noise from a photo, medical image enhancement.

Applications of computer graphics

  • User interfaces: windows, icons, menus (GUI).
  • Computer-aided design (CAD): design of buildings, machines, circuits, cars.
  • Presentation graphics: charts, graphs, bar and pie diagrams for reports.
  • Computer art: painting and drawing packages, commercial art, advertising.
  • Entertainment: movies, animation, video games, special effects.
  • Education and training: simulators for pilots, drivers, surgeons.
  • Visualization: scientific and business data (weather maps, molecular structures).
  • Medical imaging: CT, MRI visualization.
  • Cartography and GIS: maps and terrain.
  • Virtual reality and simulation.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

List out the merits and demerits of penetration techniques? Explain color generation technique in CRT monitor.

Answer

Beam penetration technique (random-scan colour CRT): the screen is coated with two phosphor layers, red (outer) and green (inner). The colour depends on how deeply the electron beam penetrates, which is controlled by the beam's accelerating voltage.

Merits

  • Simple and inexpensive compared with shadow-mask.
  • Good for random-scan (line drawing) displays.
  • Gives high resolution, because there is no mask and only one gun.

Demerits

  • Only four colours: red, green, orange and yellow.
  • Poor colour quality and picture quality compared with the shadow-mask method.
  • Slow and hard to control; voltage changes are needed for colour change.

Colour generation in a CRT (shadow-mask method)

  • The screen is coated with a large number of triads of phosphor dots: red, green and blue.
  • There are three electron guns (R, G, B), one for each colour, and a shadow mask, a metal plate with small holes behind the screen, positioned so that each gun's beam can reach only its own colour dots.
  • The beams are converged on a hole of the mask, and each excites only its own phosphor dot. The intensity of each gun is varied.
  • Because the dots are very close, the eye blends them into one colour. Different intensities of R, G, B give a wide range of colours (e.g. equal R+G+B gives white, R+G gives yellow). With 8 bits per gun, about 16 million colours are possible.
  • A convergence system keeps the three beams aligned.
R gun \
G gun --> [shadow mask] --> R G B triads on screen
B gun /

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Digitize the necessary pixel positions of a line between starting coordinate (20,10) and ending coordinates (26,15) by using Bresenham's line drawing algorithm.

Answer

Given: (x1,y1)=(20,10)(x_1,y_1) = (20,10), (x2,y2)=(26,15)(x_2,y_2) = (26,15).

Δx=6, Δy=5\Delta x = 6,\ \Delta y = 5. Slope m=5/6<1m = 5/6 < 1, so xx is incremented by 1 at every step.

Initial decision parameter:

p0=2Δy−Δx=10−6=4p_0 = 2\Delta y - \Delta x = 10 - 6 = 4

Rules:

  • If pk<0p_k < 0: next point (xk+1, yk)(x_k+1,\ y_k) and pk+1=pk+2Δy=pk+10p_{k+1} = p_k + 2\Delta y = p_k + 10.
  • If pk≥0p_k \ge 0: next point (xk+1, yk+1)(x_k+1,\ y_k+1) and pk+1=pk+2Δy−2Δx=pk−2p_{k+1} = p_k + 2\Delta y - 2\Delta x = p_k - 2.
kpkp_knext pointpk+1p_{k+1}
04(21, 11)2
12(22, 12)0
20(23, 13)-2
3-2(24, 13)8
48(25, 14)6
56(26, 15)4

Pixels plotted: (20,10), (21,11), (22,12), (23,13), (24,13), (25,14), (26,15).

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Define Scan Conversion. Derive midpoint circle algorithm for drawing a circle.

Answer

Scan conversion is the process of converting a geometric primitive (point, line, circle, polygon) described by coordinates and equations into the set of pixels on the raster display that best represents it. It is also called rasterization.

Midpoint circle algorithm

Circle centred at origin, radius rr: f(x,y)=x2+y2−r2f(x,y) = x^2 + y^2 - r^2, which is

  • <0< 0 for points inside the circle,
  • =0= 0 for points on it,
  • >0> 0 for points outside it.

By eight-way symmetry, only the octant from (0,r)(0,r) to x=yx=y is computed (clockwise), where xx increases by 1 each step and yy either stays or decreases by 1.

Given the current pixel (xk,yk)(x_k, y_k), the next candidates are (xk+1,yk)(x_k+1, y_k) and (xk+1,yk−1)(x_k+1, y_k-1). Their midpoint is (xk+1, yk−12)(x_k+1,\ y_k-\tfrac12). Define the decision parameter

pk=f(xk+1, yk−12)=(xk+1)2+(yk−12)2−r2p_k = f\left(x_k+1,\ y_k-\tfrac12\right) = (x_k+1)^2 + \left(y_k-\tfrac12\right)^2 - r^2

  • If pk<0p_k < 0, the midpoint is inside the circle, so the pixel (xk+1,yk)(x_k+1, y_k) is closer: choose it.
  • If pk≥0p_k \ge 0, the midpoint is outside, so choose (xk+1,yk−1)(x_k+1, y_k-1).

Incremental form. At step k+1k+1:

pk+1=(xk+1+1)2+(yk+1−12)2−r2p_{k+1} = (x_{k+1}+1)^2 + \left(y_{k+1}-\tfrac12\right)^2 - r^2

Subtracting:

pk+1−pk=2(xk+1)+1+(yk+12−yk2)−(yk+1−yk)p_{k+1} - p_k = 2(x_k+1) + 1 + (y_{k+1}^2 - y_k^2) - (y_{k+1} - y_k)

  • If pk<0p_k<0, yk+1=yky_{k+1}=y_k: pk+1=pk+2xk+1+1p_{k+1} = p_k + 2x_{k+1} + 1.
  • If pk≥0p_k\ge0, yk+1=yk−1y_{k+1}=y_k-1: yk+12−yk2−(yk+1−yk)=−2yk+1+1=−2yk+1y_{k+1}^2-y_k^2 - (y_{k+1}-y_k) = -2y_k+1+1 = -2y_{k+1} (using yk=yk+1+1y_k = y_{k+1}+1), so pk+1=pk+2xk+1+1−2yk+1p_{k+1} = p_k + 2x_{k+1} + 1 - 2y_{k+1}.

Initial value at (0,r)(0, r):

p0=f(1,r−12)=1+r2−r+14−r2=54−r≈1−rp_0 = f\left(1, r-\tfrac12\right) = 1 + r^2 - r + \tfrac14 - r^2 = \tfrac54 - r \approx 1 - r

(rounding is allowed since rr is an integer).

Algorithm

  1. Input rr and centre (xc,yc)(x_c, y_c); set x=0, y=r, p=1−rx=0,\ y=r,\ p=1-r.
  2. Plot the eight symmetric points (xc±x,yc±y)(x_c\pm x, y_c\pm y), (xc±y,yc±x)(x_c\pm y, y_c\pm x).
  3. While x<yx < y: x=x+1x = x+1; if p<0p<0, p=p+2x+1p = p + 2x + 1; else y=y−1y = y-1, p=p+2x+1−2yp = p + 2x + 1 - 2y; plot the symmetric points.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Find the transformation matrix the transforms that rectangle ABCD whose center is at (4,2) is reduced to half of its size, the center will remain same. The co-ordinate of ABCD are A (0,0), B (0,4), C (8,4) and D (8,0). Find Coordinate of new, square. Also derive the transformation matrix to convert this rectangle to square.

Answer

Rectangle: A(0,0), B(0,4), C(8,4), D(8,0); width 8, height 4, centre (4,2)(4,2).

(a) Reduce to half size keeping the centre fixed

Scale by s=0.5s = 0.5 about the point (4,2)(4,2): translate the centre to the origin, scale, translate back.

M=T(4,2)⋅S(0.5,0.5)⋅T(−4,−2)M = T(4,2)\cdot S(0.5,0.5)\cdot T(-4,-2)

M=[104012001][0.50000.50001][10−401−2001]=[0.50200.51001]M = \begin{bmatrix}1&0&4\\0&1&2\\0&0&1\end{bmatrix}\begin{bmatrix}0.5&0&0\\0&0.5&0\\0&0&1\end{bmatrix}\begin{bmatrix}1&0&-4\\0&1&-2\\0&0&1\end{bmatrix} = \begin{bmatrix}0.5&0&2\\0&0.5&1\\0&0&1\end{bmatrix}

So x′=0.5x+2, y′=0.5y+1x' = 0.5x + 2,\ y' = 0.5y + 1.

New coordinates: A′(2,1), B′(2,3), C′(6,3), D′(6,1)A'(2,1),\ B'(2,3),\ C'(6,3),\ D'(6,1) (a 4 by 2 rectangle, centre still (4,2)(4,2)).

(b) Converting the rectangle to a square

The rectangle is 8 wide and 4 high, so the scale factors must differ: choose sx=0.5s_x = 0.5, sy=1s_y = 1 (width becomes 4). Scaling about the centre (4,2)(4,2):

Msq=T(4,2) S(0.5,1) T(−4,−2)=[0.502010001]M_{sq} = T(4,2)\,S(0.5,1)\,T(-4,-2) = \begin{bmatrix}0.5&0&2\\0&1&0\\0&0&1\end{bmatrix}

Generally x′=sxx+(1−sx) 4x' = s_x x + (1-s_x)\,4, y′=syy+(1−sy) 2y' = s_y y + (1-s_y)\,2.

New square: A(0,0)→(2,0)A(0,0)\to(2,0), B(0,4)→(2,4)B(0,4)\to(2,4), C(8,4)→(6,4)C(8,4)\to(6,4), D(8,0)→(6,0)D(8,0)\to(6,0). It is a 4×44\times4 square with centre (4,2)(4,2).

(Equivalently, applying sx=1, sy=2s_x=1,\ s_y=2 about (4,2)(4,2) to the half-size rectangle of part (a) gives the same square.)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Prove the statements:
i. Two successive rotations are always additive ii. Two successive translations are always additive

Answer

(i) Two successive rotations are additive

Using 2D homogeneous matrices:

R(θ1)=[cos⁡θ1−sin⁡θ10sin⁡θ1cos⁡θ10001],R(θ2)=[cos⁡θ2−sin⁡θ20sin⁡θ2cos⁡θ20001]R(\theta_1) = \begin{bmatrix}\cos\theta_1 & -\sin\theta_1 & 0\\ \sin\theta_1 & \cos\theta_1 & 0\\0&0&1\end{bmatrix},\quad R(\theta_2) = \begin{bmatrix}\cos\theta_2 & -\sin\theta_2 & 0\\ \sin\theta_2 & \cos\theta_2 & 0\\0&0&1\end{bmatrix}

R(θ2)R(θ1)=[cos⁡θ2cos⁡θ1−sin⁡θ2sin⁡θ1−(cos⁡θ2sin⁡θ1+sin⁡θ2cos⁡θ1)0sin⁡θ2cos⁡θ1+cos⁡θ2sin⁡θ1cos⁡θ2cos⁡θ1−sin⁡θ2sin⁡θ10001]R(\theta_2)R(\theta_1) = \begin{bmatrix}\cos\theta_2\cos\theta_1 - \sin\theta_2\sin\theta_1 & -(\cos\theta_2\sin\theta_1 + \sin\theta_2\cos\theta_1) & 0\\ \sin\theta_2\cos\theta_1 + \cos\theta_2\sin\theta_1 & \cos\theta_2\cos\theta_1 - \sin\theta_2\sin\theta_1 & 0\\0&0&1\end{bmatrix}

By the sum formulas for sine and cosine:

R(θ2)R(θ1)=[cos⁡(θ1+θ2)−sin⁡(θ1+θ2)0sin⁡(θ1+θ2)cos⁡(θ1+θ2)0001]=R(θ1+θ2)R(\theta_2)R(\theta_1) = \begin{bmatrix}\cos(\theta_1+\theta_2) & -\sin(\theta_1+\theta_2) & 0\\ \sin(\theta_1+\theta_2) & \cos(\theta_1+\theta_2) & 0\\0&0&1\end{bmatrix} = R(\theta_1+\theta_2)

Hence two successive rotations about the origin equal a single rotation through the sum of the angles. Since the sum is commutative, the order does not matter.

(ii) Two successive translations are additive

T(tx1,ty1)=[10tx101ty1001],T(tx2,ty2)=[10tx201ty2001]T(t_{x1},t_{y1}) = \begin{bmatrix}1&0&t_{x1}\\0&1&t_{y1}\\0&0&1\end{bmatrix},\quad T(t_{x2},t_{y2}) = \begin{bmatrix}1&0&t_{x2}\\0&1&t_{y2}\\0&0&1\end{bmatrix}

T(tx2,ty2) T(tx1,ty1)=[10tx1+tx201ty1+ty2001]=T(tx1+tx2, ty1+ty2)T(t_{x2},t_{y2})\,T(t_{x1},t_{y1}) = \begin{bmatrix}1&0&t_{x1}+t_{x2}\\0&1&t_{y1}+t_{y2}\\0&0&1\end{bmatrix} = T(t_{x1}+t_{x2},\ t_{y1}+t_{y2})

So two successive translations equal one translation whose distances are the sums of the individual distances.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

How Geometric tables are used to represent a 3D object? Explain with example. Give conditions to generate error free table.

Answer

Geometric (polygon) tables are used to store the data of a 3D object represented by polygon surfaces (a polygon mesh). They have two groups of data: geometric data (vertices, edges, surfaces) and attribute data (colour, transparency, texture, reflectivity). Three tables are used:

  1. Vertex table: coordinates (x,y,z)(x,y,z) of each vertex.
  2. Edge table: each edge as a pair of vertices.
  3. Surface (polygon) table: each polygon as a list of its edges.

Example: a triangular pyramid-like shape with vertices V1(0,0,0),V2(1,0,0),V3(0,1,0),V4(0,0,1)V_1(0,0,0), V_2(1,0,0), V_3(0,1,0), V_4(0,0,1).

Vertex table
V1V_10,0,0
V2V_21,0,0
V3V_30,1,0
V4V_40,0,1
Edge table
E1E_1V1V2V_1V_2
E2E_2V2V3V_2V_3
E3E_3V3V1V_3V_1
E4E_4V1V4V_1V_4
E5E_5V2V4V_2V_4
E6E_6V3V4V_3V_4
Surface table
S1S_1E1,E2,E3E_1, E_2, E_3
S2S_2E1,E5,E4E_1, E_5, E_4
S3S_3E3,E6,E4E_3, E_6, E_4
S4S_4E2,E6,E5E_2, E_6, E_5

Storing edges separately avoids repeating shared vertices, and lets each edge be drawn once.

Conditions for an error-free table

  • Every vertex is listed at least once, and every vertex is part of at least one edge.
  • Every edge is part of at least one polygon, and every polygon is closed.
  • Every edge appears in at least two polygons for a closed solid (and the edge's two ends are different vertices).
  • Each polygon has at least one shared edge with another polygon.
  • No vertex coordinate is duplicated or missing, and a surface's edges form a closed loop.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Why is it necessary to remove hidden surface? Explain Z-Buffer in detail.

Answer

Why hidden-surface removal is necessary: when a 3D scene is projected onto the screen, surfaces nearer the viewer may block those behind them. If all surfaces were drawn, far surfaces would wrongly show through near ones and the picture would be confusing or unrealistic. Removing the hidden surfaces (or lines) gives the correct visible image, and also saves processing time.

Z-buffer (depth-buffer) method

An image-space method. Two arrays of the screen size are maintained:

  • Depth buffer Z(x,y)Z(x,y): stores the depth (z) of the nearest surface found so far at each pixel.
  • Refresh (frame) buffer F(x,y)F(x,y): stores the colour/intensity of that surface.

Algorithm

  1. Initialise Z(x,y)=zmaxZ(x,y) = z_{max} (far limit, depth of the back clipping plane) and F(x,y)=F(x,y) = background colour for all pixels.
  2. For each polygon, and for each pixel (x,y)(x,y) its projection covers, calculate the depth zz.
  3. If z<Z(x,y)z < Z(x,y) (nearer than the stored depth): set Z(x,y)=zZ(x,y) = z and F(x,y)=F(x,y) = colour of the polygon at (x,y)(x,y). Otherwise leave it unchanged.
  4. After all polygons are processed, FF contains the visible surfaces.

Depth calculation: from the plane equation Ax+By+Cz+D=0Ax+By+Cz+D=0, z=(−Ax−By−D)/Cz = (-Ax-By-D)/C. Moving along a scan line to x+1x+1: z′=z−A/Cz' = z - A/C, and moving to the next scan line: z′=z+B/Cz' = z + B/C, so depth is computed incrementally.

Advantages: simple, handles any polygon order, no sorting needed, easy to implement in hardware. Disadvantages: needs extra memory for the depth buffer; handles transparency poorly; each pixel may be computed several times (overdraw); precision/aliasing problems.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Define the term Rendering. How Phong shading is better than Gouraud shading to calculate intensities. Explain.

Answer

Rendering is the process of generating the final 2D image from a 3D scene model by applying hidden-surface removal, illumination (lighting), shading, texture and colour, so that the objects appear realistic on screen.

Gouraud shading (intensity interpolation)

  1. Find the average unit normal at each polygon vertex (average of the normals of polygons sharing it).
  2. Apply the illumination model at each vertex to get its intensity.
  3. Linearly interpolate the vertex intensities along edges and then across scan lines.

Phong shading (normal-vector interpolation)

  1. Find the vertex normals as above.
  2. Linearly interpolate the normal vectors along edges and across scan lines.
  3. Apply the illumination model at every pixel using its interpolated normal.

Why Phong is better

  • Specular highlights are rendered accurately; Gouraud interpolates only intensities, so a highlight inside a polygon (not at a vertex) is missed or smeared, and the shape of the highlight is wrong.
  • It removes the Mach-band effect much better, giving a smoother and more realistic surface.
  • Intensity at each pixel is calculated from the proper normal, so the result is more accurate for curved surfaces.

Cost: Phong needs far more computation (illumination for every pixel), while Gouraud is faster because it uses only the vertex calculation and linear interpolation. So Phong gives higher quality at higher cost.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks
  • 2025 Spring · 7 marks

What is Multimedia Authoring? List different Multimedia Authoring tools and explain any two.

Answer

Multimedia authoring is the process of combining multimedia elements (text, graphics, images, audio, video, animation) into a single interactive application or presentation, adding structure, navigation and user interaction, and packaging it for delivery. An authoring tool is the software used for this, usually without needing deep programming.

Common authoring tools

  • Adobe Animate (Flash)
  • Adobe Director
  • Macromedia/Adobe Authorware
  • Adobe Captivate
  • Microsoft PowerPoint
  • ToolBook
  • HyperCard / HyperStudio
  • Articulate Storyline
  • Unity (for interactive content)

Two explained

(1) Adobe Director: a timeline-and-score based tool. A stage shows the content, a cast stores the media, and a score arranges them over time in frames and channels. It uses the Lingo scripting language for interactivity and is used to build CD-ROMs, games and kiosk applications with sophisticated animation and interaction.

(2) Authorware (flowchart-based): the author drags icons (display, interaction, calculation, navigation, decision) onto a flowline; the sequence of icons defines the program flow. It is well suited to e-learning and training applications, with strong tracking of user responses and little coding.

Other paradigms: card/page based (ToolBook, HyperCard) where content is arranged as pages linked by buttons, and presentation based (PowerPoint) with slides.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

What is MIDI? Explain the MIDI hardware, software and communication between them.

Answer

MIDI (Musical Instrument Digital Interface) is a standard protocol and hardware interface that lets electronic musical instruments, computers and other devices communicate. It transmits instructions about music (which note, how long, how loud, which instrument), not the sound itself, so files are very small.

MIDI hardware

  • Controllers/keyboards/synthesizers: produce MIDI messages when played and generate sound.
  • Sequencers: record, edit and play back MIDI data.
  • Sound modules (sound generators): receive messages and produce the sound.
  • Interface and cables: 5-pin DIN connectors with ports MIDI IN, MIDI OUT and MIDI THRU, running at 31.25 kbaud, serial.
  • Computer interface (sound card or USB MIDI adapter).

MIDI software

  • Sequencing software (e.g. Cubase) records and edits tracks.
  • Notation software prints sheet music.
  • Patch editors/librarians and soft synthesizers that produce sound on the computer.
  • Standard MIDI files (.mid) and General MIDI to ensure instrument numbers are the same on all devices.

Communication MIDI messages are sent as bytes: a status byte (message type and channel number, 16 channels) followed by data bytes. Examples: Note On (key, velocity), Note Off, Program Change, Pitch Bend, Control Change. The OUT port of a controller is connected to the IN port of the sound module; THRU passes the incoming data to a third device (daisy chain). Each device listens on its own channel.

Keyboard (OUT) ---> (IN) Sound module (THRU) ---> (IN) Another module

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

How video works? Explain various video compression techniques.

Answer

How video works

Video is a sequence of still images (frames) displayed fast enough, 24-30 frames per second (fps), that the eye (persistence of vision) perceives continuous motion. In analog video (NTSC 30 fps, PAL 25 fps) a CRT's electron beam scans each frame line by line; in many systems with interlacing, odd and even lines are drawn in two fields to reduce flicker. Digital video is obtained by sampling and quantizing each frame as pixels (e.g. RGB or YUV colour space), forming a very large amount of data: for example, 640×480640\times480 pixels at 24 bits and 30 fps is about 640×480×3×30≈27.6640\times480\times3\times30 \approx 27.6 MB/s. So compression is essential.

Video compression techniques

Lossless vs lossy: lossless gives exact reconstruction (low ratio); lossy discards information that is not noticeable (high ratio).

  1. Spatial (intra-frame) compression: compresses each frame independently, as an image, removing redundancy within the frame, e.g. JPEG/DCT-based coding, quantization and entropy coding (Motion JPEG).
  2. Temporal (inter-frame) compression: consecutive frames are very similar, so only the differences are stored. Uses motion estimation and compensation: a frame is divided into macroblocks, a motion vector is found to a similar block in a reference frame, and only the vector and the small residual are stored.
  3. MPEG frame types:
    • I-frame (intra): coded independently, the reference points.
    • P-frame (predicted): predicted from the earlier I or P frame.
    • B-frame (bidirectional): predicted from both past and future frames; gives the highest compression.
  4. Other techniques: run-length encoding, Huffman/arithmetic (entropy) coding, chroma sub-sampling (4:2:0), and standards such as H.261, MPEG-1/2/4, H.264/AVC and H.265/HEVC.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 5 marks

Write short notes on: Illumination Models

Answer

Illumination model (lighting model) is a formula to calculate the intensity of light at a point on a surface, based on the light sources, the surface properties and the viewer's position. It is used by shading methods to give realism.

Components of the basic (Phong) model

  • Ambient light: uniform background light from the surroundings: Ia=kaIambI_a = k_a I_{amb}.
  • Diffuse reflection: light scattered equally in all directions from a rough surface, following Lambert's cosine law: Id=kdIlcos⁡θ=kdIl(N⋅L)I_d = k_d I_l \cos\theta = k_d I_l (\mathbf{N}\cdot\mathbf{L}).
  • Specular reflection: bright highlight on shiny surfaces, seen near the mirror direction: Is=ksIl(R⋅V)nI_s = k_s I_l (\mathbf{R}\cdot\mathbf{V})^{n}, where nn is the specular exponent (larger for shinier surfaces).

Total intensity:

I=kaIa+kdIl(N⋅L)+ksIl(R⋅V)nI = k_a I_a + k_d I_l(\mathbf{N}\cdot\mathbf{L}) + k_s I_l(\mathbf{R}\cdot\mathbf{V})^n

with intensity falling with distance by an attenuation factor for point sources.

Kinds of light source: point source, directional (distant) source, spotlight, and area/ambient light.

Other models include Lambertian, Blinn-Phong (using the halfway vector H\mathbf{H}) and global models like ray tracing and radiosity.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 5 marks

Write short notes on: Types of Animation

Answer

Animation is the process of creating the illusion of motion by displaying a sequence of still images (frames) quickly one after another.

Types of animation

  • Traditional (cel) animation: each frame is hand-drawn on transparent cels, layered over a background and photographed. Very labour intensive.
  • Stop-motion animation: physical objects (clay, puppets, models) are moved slightly and photographed frame by frame.
  • 2D computer animation: drawings are created or interpolated on a computer, using key frames and in-betweening (tweening), as in Flash.
  • 3D computer animation: objects are modelled in 3D, rigged with skeletons, and moved with keyframes, motion capture or physics, then rendered. Used in modern films and games.
  • Motion graphics: animated text and graphic design elements (titles, logos).
  • Path / morphing animation: an object moves along a path, or one shape smoothly changes into another (morphing).
  • Procedural/physics-based animation: motion produced by rules or simulation (particles, cloth, fluids).

Methods: key-frame animation, motion capture, and procedural animation.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 5 marks

Write short notes on: Image formats

Answer

Image formats are the file formats used to store digital images. They differ in compression, colour depth and features.

FormatCompressionFeatures and use
BMPUsually noneSimple, large file size, Windows bitmap.
GIFLossless (LZW)Up to 256 colours, supports transparency and simple animation; for logos and icons.
JPEG/JPGLossy (DCT)24-bit colour, small files, ideal for photographs; no transparency; quality drops with repeated saving.
PNGLossless (deflate)24-bit colour plus alpha transparency; for web graphics; replaced GIF.
TIFFLossless or noneHigh quality, used in printing and scanning, large files.
SVGVector (XML)Resolution independent, scalable graphics.
WebPLossy and losslessSmall web images, supports transparency.
RAWNoneUnprocessed camera sensor data.

Formats are broadly raster (bitmap), made of pixels, and vector, made of mathematical shapes. Choice depends on quality, file size, transparency and the intended use.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Define Computer Graphics? How has the evolution of computer graphics technology impacted the gaming industry in terms of realism and player immersion?

Answer

Computer graphics is the field of computer science concerned with creating, storing, manipulating and displaying pictures and images (2D and 3D) by computer, using hardware and software.

Impact of its evolution on gaming

Early stage: games such as Pong used simple monochrome shapes and text (1970s). 8-bit and 16-bit consoles introduced sprites and tile-based 2D with limited colours.

Realism

  • 3D polygons and texture mapping (1990s) replaced flat sprites, giving real 3D worlds.
  • Hardware GPUs allow millions of polygons per second, with high resolution and frame rate.
  • Shading and lighting: Gouraud/Phong shading, per-pixel shaders, shadows, bump/normal mapping and HDR lighting make surfaces look real.
  • Real-time ray tracing and global illumination give physically accurate reflections and light.
  • Realistic characters through motion capture, facial animation and physics simulation (water, cloth, destruction).

Player immersion

  • Large open worlds with seamless detail.
  • Virtual reality and augmented reality headsets place the player inside the game.
  • Realistic motion and sound, high frame rates, and responsive controls increase the feeling of presence.
  • Better visual storytelling makes emotional connection with characters stronger.
  • Cinematic quality of cutscenes and in-game graphics are now close.

Overall: progress in graphics hardware and algorithms moved games from simple abstract shapes to near-photorealistic, immersive interactive worlds, and made the gaming industry a major driver of graphics research and GPU development.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

Define frame buffer. Differentiate between raster and random scan display system.

Answer

(a) Frame buffer

A frame buffer (refresh buffer) is a dedicated block of memory that stores the intensity/colour value of every pixel of the screen. The display controller reads it repeatedly (about 60 times per second) and sends the values to the monitor, so whatever is written into the frame buffer appears on the screen. Its size is width×height×bits per pixel\text{width} \times \text{height} \times \text{bits per pixel}; for example a 1024×7681024 \times 768 screen with 24 bits per pixel needs 1024×768×3=2.251024 \times 768 \times 3 = 2.25 MB.

(b) Raster scan vs random scan

BasisRaster scanRandom scan (vector)
Beam movementSweeps the whole screen row by row, left to right, top to bottomBeam moves directly only along the lines to be drawn
Picture storagePixel intensities in the frame bufferDisplay commands in a display file (refresh display file)
Memory neededLargeSmall
Picture definitionSet of pixelsSet of line-drawing commands
LinesStaircase (jagged) effect, drawn by scan conversionSmooth lines
Filled areas / shadingEasily displayed, realistic imagesPoor for filled areas and shading
RefreshFixed rate, independent of picture complexityRate depends on number of lines; flicker if too complex
ColourMillions of colours possibleLimited colours
CostCheaper, used in TV, monitorsCostlier, used in plotters/CAD (older)
ExamplesMonitors, TVs, LCDPen plotters, vector displays

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Describe the DDA Algorithm by calculating necessary derivatives. Compare DDA Algorithm and Bresenham's Line Algorithm.

Answer

DDA (Digital Differential Analyzer) algorithm

DDA is a scan-conversion method that uses the differential equation of a line. For a line from (x1,y1)(x_1,y_1) to (x2,y2)(x_2,y_2):

Δx=x2−x1,Δy=y2−y1,m=ΔyΔx\Delta x = x_2 - x_1,\quad \Delta y = y_2-y_1,\quad m=\frac{\Delta y}{\Delta x}

Sampling at unit intervals gives the increments:

  • If ∣m∣≤1|m|\le 1 (sample in xx): Δx=1\Delta x=1, so xk+1=xk+1x_{k+1}=x_k+1 and yk+1=yk+my_{k+1}=y_k+m.
  • If ∣m∣>1|m|> 1 (sample in yy): Δy=1\Delta y=1, so yk+1=yk+1y_{k+1}=y_k+1 and xk+1=xk+1mx_{k+1}=x_k+\dfrac{1}{m}.

(For lines drawn right-to-left use −1-1 and −m-m instead.)

Steps:

  1. Read the end points and find dxdx, dydy.
  2. steps=max⁡(∣dx∣,∣dy∣)steps=\max(|dx|,|dy|).
  3. xinc=dx/stepsx_{inc}=dx/steps, yinc=dy/stepsy_{inc}=dy/steps.
  4. Plot (x1,y1)(x_1,y_1) rounded; then repeat stepssteps times: x=x+xincx=x+x_{inc}, y=y+yincy=y+y_{inc}, plot (round(x),round(y))(\text{round}(x),\text{round}(y)).

Comparison with Bresenham's line algorithm

DDABresenham
Uses floating-point arithmeticUses only integer arithmetic
Uses multiplication/division (slope) and roundingUses only addition, subtraction and sign test of a decision parameter
Rounding errors accumulate, so line may driftNo accumulation of error; more accurate
SlowerFaster
Simple to implementSlightly more complex
Decision made by rounding yyDecision made by parameter pkp_k (pk+1=pk+2Δyp_{k+1}=p_k+2\Delta y or pk+2Δy−2Δxp_k+2\Delta y-2\Delta x)
Hardware implementation costlyEasy hardware implementation

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

How can decision parameter be used to draw circle? Calculate all pixels of a circle in the first quadrant where radius=5 and center at (10, 5).

Answer

Decision parameter in circle drawing

In the midpoint circle algorithm the circle is f(x,y)=x2+y2−r2=0f(x,y)=x^2+y^2-r^2=0. Inside the circle f<0f<0, outside f>0f>0, on it f=0f=0. Starting at (0,r)(0,r) and moving in unit steps of xx, the next pixel is either (xk+1,yk)(x_k+1,y_k) or (xk+1,yk−1)(x_k+1,y_k-1). The decision parameter is the value of ff at the midpoint of these two candidates:

pk=f(xk+1,  yk−12)=(xk+1)2+(yk−12)2−r2p_k=f\left(x_k+1,\;y_k-\tfrac12\right)=(x_k+1)^2+\left(y_k-\tfrac12\right)^2-r^2

  • If pk<0p_k<0: midpoint is inside, so choose (xk+1,yk)(x_k+1,y_k) and pk+1=pk+2xk+1+1p_{k+1}=p_k+2x_{k+1}+1.
  • Else: choose (xk+1,yk−1)(x_k+1,y_k-1) and pk+1=pk+2xk+1+1−2yk+1p_{k+1}=p_k+2x_{k+1}+1-2y_{k+1}.

Initial value: p0=54−r≈1−rp_0=\tfrac54-r\approx 1-r. Only the first octant (x≤yx\le y) is calculated; the other octants come from symmetry.

Numerical: r=5r=5, centre (10,5)(10,5)

p0=1−5=−4p_0=1-5=-4, start (x0,y0)=(0,5)(x_0,y_0)=(0,5).

kpkp_k(xk+1,yk+1)(x_{k+1},y_{k+1})pk+1p_{k+1}
0−4-4 (<0)(1,5)(1,5)−4+2(1)+1=−1-4+2(1)+1=-1
1−1-1 (<0)(2,5)(2,5)−1+4+1=4-1+4+1=4
244 (≥0)(3,4)(3,4)4+6+1−8=34+6+1-8=3

The loop stops when x≥yx\ge y (the next point (4,4)(4,4) would have x≥yx\ge y, so the octant is complete). First-octant points (relative to centre): (0,5),(1,5),(2,5),(3,4)(0,5),(1,5),(2,5),(3,4). Reflecting by (x,y)→(y,x)(x,y)\to(y,x) gives (4,3),(5,2),(5,1),(5,0)(4,3),(5,2),(5,1),(5,0).

First-quadrant pixels (relative): (0,5),(1,5),(2,5),(3,4),(4,3),(5,2),(5,1),(5,0)(0,5),(1,5),(2,5),(3,4),(4,3),(5,2),(5,1),(5,0).

Translate by adding the centre (10,5)(10,5):

(10,10), (11,10), (12,10), (13,9), (14,8), (15,7), (15,6), (15,5)(10,10),\ (11,10),\ (12,10),\ (13,9),\ (14,8),\ (15,7),\ (15,6),\ (15,5)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

What do you mean by homogeneous coordinate? Find the composite transformation matrix for anti-clockwise rotation of 45 degree about a point (2,3). Use it to rotate a triangle ABC with vertices A (0,0), B (6,2) and C (3,4).

Answer

Homogeneous coordinates

In homogeneous coordinates a 2D point (x,y)(x,y) is represented by three numbers (xh,yh,h)(x_h,y_h,h) with x=xh/h, y=yh/hx=x_h/h,\ y=y_h/h (usually h=1h=1, so the point is (x,y,1)(x,y,1)). This allows translation, rotation and scaling to be expressed all as 3×33\times3 matrix multiplications, so a sequence of transformations can be combined into a single composite matrix.

Composite matrix for rotation by θ=45∘\theta=45^\circ about (2,3)(2,3)

Steps: translate (2,3)(2,3) to origin, rotate, translate back.

M=T(2,3)⋅R(45∘)⋅T(−2,−3)M=T(2,3)\cdot R(45^\circ)\cdot T(-2,-3)

M=[102013001][cos⁡45−sin⁡450sin⁡45cos⁡450001][10−201−3001]M=\begin{bmatrix}1&0&2\\0&1&3\\0&0&1\end{bmatrix}\begin{bmatrix}\cos45&-\sin45&0\\\sin45&\cos45&0\\0&0&1\end{bmatrix}\begin{bmatrix}1&0&-2\\0&1&-3\\0&0&1\end{bmatrix}

With cos⁡45=sin⁡45=0.7071\cos45=\sin45=0.7071:

M=[0.7071−0.70712−2(0.7071)+3(0.7071)0.70710.70713−2(0.7071)−3(0.7071)001]=[0.7071−0.70712.70710.70710.7071−0.5355001]M=\begin{bmatrix}0.7071&-0.7071&2-2(0.7071)+3(0.7071)\\0.7071&0.7071&3-2(0.7071)-3(0.7071)\\0&0&1\end{bmatrix}=\begin{bmatrix}0.7071&-0.7071&2.7071\\0.7071&0.7071&-0.5355\\0&0&1\end{bmatrix}

Rotating triangle A(0,0), B(6,2), C(3,4)

x′=0.7071x−0.7071y+2.7071,y′=0.7071x+0.7071y−0.5355x'=0.7071x-0.7071y+2.7071,\quad y'=0.7071x+0.7071y-0.5355

  • A: x′=2.7071, y′=−0.5355x'=2.7071,\ y'=-0.5355 gives A′(2.71,−0.54)A'(2.71,-0.54)
  • B: x′=4.2426−1.4142+2.7071=5.5355, y′=4.2426+1.4142−0.5355=5.1213x'=4.2426-1.4142+2.7071=5.5355,\ y'=4.2426+1.4142-0.5355=5.1213 gives B′(5.54,5.12)B'(5.54,5.12)
  • C: x′=2.1213−2.8284+2.7071=2.0, y′=2.1213+2.8284−0.5355=4.4142x'=2.1213-2.8284+2.7071=2.0,\ y'=2.1213+2.8284-0.5355=4.4142 gives C′(2.00,4.41)C'(2.00,4.41)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Differentiate between 2D and 3D graphics? In graphics which dimensional is more applicant and explain why?

Answer

2D vs 3D graphics

Basis2D graphics3D graphics
DimensionsWidth and height (x,yx,y)Width, height and depth (x,y,zx,y,z)
CoordinatesPoint (x,y)(x,y)Point (x,y,z)(x,y,z)
Transformations3×33\times3 homogeneous matrices4×44\times4 homogeneous matrices
RealismFlat, no depthRealistic, depth and perspective
Extra processesLittleProjection, hidden-surface removal, lighting, shading, texture
Computation and memoryLowHigh
HardwareSimpleNeeds GPU for good performance
ExamplesDrawings, charts, GUIs, PaintGames, CAD, simulation, animation films

Which is more applicable?

3D graphics is more widely applicable today, because the real world is three-dimensional. It gives realistic visualisation with depth, lighting, shadows and perspective, and lets the viewer rotate and inspect objects from any angle. It is used in games, movies and animation, architecture, CAD/CAM, medical imaging, virtual reality and scientific simulation. Modern GPUs make its cost manageable. 2D remains best for simple interfaces, charts and text, but for realistic applications 3D is preferred.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

Explain the importance of shading method. Compare and contrast between Gouraud and Phong shading model.

Answer

Importance of shading

A polygon mesh model approximates a curved surface with flat polygons. Without shading each polygon is displayed with one flat colour and the facets and edges are clearly visible. Shading calculates intensity across the surface using a lighting model, which:

  • gives the object a smooth, realistic appearance with the illusion of depth and curvature;
  • shows the effect of light sources, highlights and shadows;
  • hides the polygon facets without increasing the number of polygons;
  • helps the viewer understand the shape of 3D objects.

Gouraud vs Phong shading

Gouraud shadingPhong shading
Interpolates intensityInterpolates normal vectors
Lighting computed only at vertices; the intensities are then interpolated along edges and scan linesNormals are interpolated along edges and scan lines; lighting computed at every pixel
Steps: vertex normals (averaged), vertex intensities, interpolateSteps: vertex normals, interpolate normals, apply lighting model per pixel
Faster, less computationSlower, more computation
Specular highlights may be missed or appear distorted, Mach-band effectAccurate highlights, smoother and more realistic
Lower qualityHigher quality

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 8 marks

What is multimedia technology? Explain about the multimedia teams.

Answer

Multimedia technology

Multimedia is the integrated use of several media elements (text, graphics, images, audio, video and animation) in a computer-controlled, usually interactive, system. Multimedia technology covers the hardware, software, storage (CD/DVD), compression, authoring and delivery methods used to create and present such content. It is used in education, entertainment, advertising, games, training, web and kiosks.

Multimedia team

A multimedia project needs people with different skills:

  • Project manager: plans, schedules, budgets, coordinates the team and communicates with the client.
  • Multimedia designer / instructional designer: designs the content structure, navigation and interface, and the learning objectives.
  • Content specialist / subject expert: supplies and checks the information.
  • Scriptwriter: writes text, narration and scripts.
  • Graphic artist / illustrator: creates images, icons and layouts.
  • Animator: creates animation and 2D/3D models.
  • Audio specialist: records, edits and mixes sound, music and narration.
  • Video specialist (producer, camera, editor): shoots and edits video.
  • Programmer / author: integrates the elements using authoring tools or code and adds interactivity.
  • Quality tester: tests the product for errors and usability.
  • Marketing and support staff: release, distribute and support the product.

One person may play several roles in small projects.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 7 marks

What is Animation? Explain the principles of Animation for todays' development.

Answer

Animation

Animation is the process of creating the illusion of motion by displaying a rapid sequence of still images (frames), each slightly different from the previous one. Because of persistence of vision, the viewer sees continuous movement when frames are shown at about 12-30 or more frames per second (24 fps for film, 25/30 fps for video).

Principles of animation (from the Disney animators, still used in 2D, 3D and game animation today)

  1. Squash and stretch: deforming an object during motion to show weight and flexibility.
  2. Anticipation: a preparatory action before the main action (e.g. crouching before a jump).
  3. Staging: presenting the idea clearly so the viewer's attention is on the important thing.
  4. Straight-ahead action and pose-to-pose: two drawing approaches, frame by frame or via key poses with in-betweens.
  5. Follow-through and overlapping action: parts of a body continue moving after the main body stops (hair, tail, clothes).
  6. Slow in and slow out: more frames at the start and end of a movement, fewer in the middle, for natural acceleration.
  7. Arcs: natural motion follows curved paths.
  8. Secondary action: supporting actions that enrich the main action.
  9. Timing: number of frames for an action controls speed and mood.
  10. Exaggeration: emphasising actions for impact.
  11. Solid drawing: keeping volume, weight and perspective in the 3D form.
  12. Appeal: characters should be interesting and believable.

Today these principles guide game character design, films, web/UI animation, advertisements and e-learning, making motion look natural and engaging.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 5 marks

Write short notes on: LCD vs LED

Answer

LCD vs LED

An LCD (Liquid Crystal Display) controls light passing through liquid-crystal cells placed between polarisers, lit from behind by a light source. The term "LED display" usually means an LCD that uses LEDs as its backlight (LED-backlit LCD); older LCDs used CCFL (fluorescent) tubes.

LCD (CCFL backlight)LED (LED backlight)
Backlight is a cold-cathode fluorescent lampBacklight uses light-emitting diodes
Thicker and heavierThinner and lighter
Higher power consumptionLower power consumption
Less contrast, uneven brightnessBetter brightness and contrast, local dimming possible
Shorter life, contains mercuryLonger life, no mercury
Cheaper (older)Slightly costlier, now standard

In both, the liquid crystals form the image; only the light source differs. (OLED, in contrast, has self-emitting pixels and needs no backlight.)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2025 Spring · 5 marks

Write short notes on: OpenGL

Answer

OpenGL

OpenGL (Open Graphics Library) is a cross-platform, cross-language, hardware-independent API for rendering 2D and 3D graphics, originally developed by Silicon Graphics (1992) and now managed by the Khronos Group. It provides a set of functions (the pipeline) that the application calls to talk to the graphics hardware (GPU).

Main features:

  • Drawing of primitives: points, lines, polygons, triangles.
  • Transformations (translate, rotate, scale), viewing and projection (perspective and orthographic).
  • Lighting, shading (flat, smooth), materials and texture mapping.
  • Hidden surface removal with the depth (z) buffer, blending, fog and anti-aliasing.
  • Programmable shaders written in GLSL in modern versions.
  • Works as a state machine; companion libraries are GLU, GLUT/freeGLUT for windows and input, and GLEW.

Uses: games, CAD, simulation, visualisation and virtual reality. Example: glBegin(GL_TRIANGLES); glVertex2f(...); glEnd();.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 7 marks

Explain the need and use of graphics in the field of IT.

Answer

Need of graphics in IT

  • Pictures convey large amounts of information quickly and are easier to understand than text or numbers.
  • Graphical user interfaces (windows, icons, menus) make computers easy to use.
  • Visual representation of data helps analysis and decision-making.
  • Realistic simulation and modelling reduce cost and risk compared with real experiments.
  • Interactive communication between user and computer becomes natural.

Uses of graphics in IT

  1. User interfaces: GUI of operating systems, applications and web pages.
  2. Computer-aided design (CAD/CAM): design of buildings, machines, circuits, vehicles.
  3. Presentation graphics and data visualisation: bar charts, pie charts, graphs, dashboards, scientific visualisation.
  4. Entertainment and games: video games, movies, animation and special effects.
  5. Education and training: simulators for pilots, doctors; e-learning content.
  6. Medical imaging: CT, MRI, ultrasound displays.
  7. Virtual reality and augmented reality.
  8. Simulation and modelling: weather, engineering, scientific work.
  9. Image processing: photo editing, satellite images, pattern recognition.
  10. Art, advertising and multimedia: posters, logos, websites.
  11. GIS and cartography: digital maps.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

Define Aspect ratio. Compare and contrast Random scan display and Raster scan display.

Answer

Aspect ratio

Aspect ratio is the ratio of the width to the height of a display (or of the number of horizontal pixels to vertical pixels, or of the horizontal to vertical points required to give equal-length lines). For example, 4:34:3, 16:916:9. A screen of 1024×7681024\times768 pixels has aspect ratio 1024/768=4/31024/768 = 4/3. Keeping the aspect ratio avoids distortion of pictures.

Random scan vs raster scan

BasisRandom scanRaster scan
BeamDirected only to the parts of the screen where picture is to be drawnSweeps the whole screen row by row
Picture stored asLine-drawing commands in display fileIntensity values of all pixels in frame buffer
MemorySmallLarge
ResolutionHigh; smooth linesLower; lines look jagged (aliasing)
Filled areas, shadingDifficultEasy, realistic images
Colour rangeLimitedMillions of colours
RefreshDepends on picture complexity; flicker if too many linesConstant rate (e.g. 60 Hz)
EditingEasy to modify by changing commandsPixels must be changed
CostMore expensiveCheaper
UseCAD, plotters, vector displaysTVs, monitors, games, photos

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 7 marks

Digitize the necessary pixel position of a circle with radius 7 and centre (70,90) in first and second quadrants using mid-point circle algorithm.

Answer

Midpoint circle algorithm, r=7r=7, centre (70,90)(70,90)

Start at (0,r)=(0,7)(0,r)=(0,7) with p0=1−r=−6p_0=1-r=-6. At each step: if p<0p<0 then x→x+1x\to x+1, p=p+2x+1p=p+2x+1 (with the new xx); else x→x+1x\to x+1, y→y−1y\to y-1, p=p+2x+1−2yp=p+2x+1-2y (new x,yx,y). Stop when x≥yx\ge y.

kpkp_knext (x,y)(x,y)pk+1p_{k+1}
0−6-6(1,7)(1,7)−6+3=−3-6+3=-3
1−3-3(2,7)(2,7)−3+5=2-3+5=2
222(3,6)(3,6)2+7−12=−32+7-12=-3
3−3-3(4,6)(4,6)−3+9=6-3+9=6
466(5,5)(5,5)6+11−10=76+11-10=7

The octant relative points are (0,7),(1,7),(2,7),(3,6),(4,6),(5,5)(0,7),(1,7),(2,7),(3,6),(4,6),(5,5). Using (x,y)→(y,x)(x,y)\to(y,x) gives the rest of the first quadrant: (6,4),(6,3),(7,2),(7,1),(7,0)(6,4),(6,3),(7,2),(7,1),(7,0).

First quadrant (add centre (70,90)(70,90)):

(70,97),(71,97),(72,97),(73,96),(74,96),(75,95),(76,94),(76,93),(77,92),(77,91),(77,90)(70,97),(71,97),(72,97),(73,96),(74,96),(75,95),(76,94),(76,93),(77,92),(77,91),(77,90)

Second quadrant (reflect x′=140−xx'=140-x, i.e. (xc−x, yc+y)(x_c-x,\ y_c+y)):

(70,97),(69,97),(68,97),(67,96),(66,96),(65,95),(64,94),(64,93),(63,92),(63,91),(63,90)(70,97),(69,97),(68,97),(67,96),(66,96),(65,95),(64,94),(64,93),(63,92),(63,91),(63,90)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

What is Homogeneous coordinates system? Explain window to viewport transformation in details.

Answer

Homogeneous coordinate system

A point (x,y)(x,y) is represented by (xh,yh,h)(x_h,y_h,h) with x=xh/hx=x_h/h, y=yh/hy=y_h/h (normally h=1h=1, i.e. (x,y,1)(x,y,1)). Translation, rotation, scaling and other 2D transformations then all become 3×33\times3 matrix multiplications, so any sequence can be combined into one composite matrix.

Window to viewport transformation

A window is a rectangular area of the world-coordinate scene to be displayed; a viewport is the rectangular area of the display device (screen) where it is shown. The transformation maps a point (xw,yw)(x_w,y_w) in the window to (xv,yv)(x_v,y_v) in the viewport, keeping the relative position.

Window: xwmin,xwmax,ywmin,ywmaxx_{wmin},x_{wmax},y_{wmin},y_{wmax}. Viewport: xvmin,xvmax,yvmin,yvmaxx_{vmin},x_{vmax},y_{vmin},y_{vmax}.

Relative position must be the same:

xv−xvminxvmax−xvmin=xw−xwminxwmax−xwmin,yv−yvminyvmax−yvmin=yw−ywminywmax−ywmin\frac{x_v-x_{vmin}}{x_{vmax}-x_{vmin}}=\frac{x_w-x_{wmin}}{x_{wmax}-x_{wmin}},\qquad \frac{y_v-y_{vmin}}{y_{vmax}-y_{vmin}}=\frac{y_w-y_{wmin}}{y_{wmax}-y_{wmin}}

so

xv=xvmin+(xw−xwmin)sx,yv=yvmin+(yw−ywmin)syx_v=x_{vmin}+(x_w-x_{wmin})s_x,\quad y_v=y_{vmin}+(y_w-y_{wmin})s_y

sx=xvmax−xvminxwmax−xwmin,sy=yvmax−yvminywmax−ywmins_x=\frac{x_{vmax}-x_{vmin}}{x_{wmax}-x_{wmin}},\qquad s_y=\frac{y_{vmax}-y_{vmin}}{y_{wmax}-y_{wmin}}

Steps (composite transformation):

  1. Translate the window corner (xwmin,ywmin)(x_{wmin},y_{wmin}) to the origin: T(−xwmin,−ywmin)T(-x_{wmin},-y_{wmin}).
  2. Scale the window to viewport size: S(sx,sy)S(s_x,s_y).
  3. Translate to the viewport position: T(xvmin,yvmin)T(x_{vmin},y_{vmin}).

M=T(xvmin,yvmin) S(sx,sy) T(−xwmin,−ywmin)=[sx0xvmin−xwminsx0syyvmin−ywminsy001]M=T(x_{vmin},y_{vmin})\,S(s_x,s_y)\,T(-x_{wmin},-y_{wmin})=\begin{bmatrix}s_x&0&x_{vmin}-x_{wmin}s_x\\0&s_y&y_{vmin}-y_{wmin}s_y\\0&0&1\end{bmatrix}

If sx≠sys_x\ne s_y the picture is distorted; if sx=sys_x=s_y the shape is preserved.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

Consider the given triangle ABC with vertices A(0,5) B(9,12), C(3,14) and perform given calculations.
(i) Rotate at Origin (ii) Rotate it about Fixed point B(5,0) by 90∘90^\circ.

Answer

Triangle A(0,5)A(0,5), B(9,12)B(9,12), C(3,14)C(3,14). Anticlockwise rotation by 90∘90^\circ (cos⁡90=0\cos90=0, sin⁡90=1\sin90=1) is assumed for both parts.

(i) Rotation about the origin

x′=xcos⁡θ−ysin⁡θ=−y,y′=xsin⁡θ+ycos⁡θ=xx'=x\cos\theta-y\sin\theta=-y,\qquad y'=x\sin\theta+y\cos\theta=x

[x′y′1]=[0−10100001][xy1]\begin{bmatrix}x'\\y'\\1\end{bmatrix}=\begin{bmatrix}0&-1&0\\1&0&0\\0&0&1\end{bmatrix}\begin{bmatrix}x\\y\\1\end{bmatrix}

  • A(0,5)→A′(−5,0)A(0,5)\to A'(-5,0)
  • B(9,12)→B′(−12,9)B(9,12)\to B'(-12,9)
  • C(3,14)→C′(−14,3)C(3,14)\to C'(-14,3)

(ii) Rotation about the fixed point (5,0)(5,0)

Composite matrix M=T(5,0) R(90∘) T(−5,0)M=T(5,0)\,R(90^\circ)\,T(-5,0):

M=[105010001][0−10100001][10−5010001]=[0−1510−5001]M=\begin{bmatrix}1&0&5\\0&1&0\\0&0&1\end{bmatrix}\begin{bmatrix}0&-1&0\\1&0&0\\0&0&1\end{bmatrix}\begin{bmatrix}1&0&-5\\0&1&0\\0&0&1\end{bmatrix}=\begin{bmatrix}0&-1&5\\1&0&-5\\0&0&1\end{bmatrix}

So x′=5−yx'=5-y, y′=x−5y'=x-5.

  • A(0,5)→(5−5, 0−5)=A′′(0,−5)A(0,5)\to(5-5,\ 0-5)=A''(0,-5)
  • B(9,12)→(5−12, 9−5)=B′′(−7,4)B(9,12)\to(5-12,\ 9-5)=B''(-7,4)
  • C(3,14)→(5−14, 3−5)=C′′(−9,−2)C(3,14)\to(5-14,\ 3-5)=C''(-9,-2)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 7 marks

Define polygon rendering methods. Explain Gouraud Shading and Phong Shading in details.

Answer

Polygon rendering methods

Polygon (surface) rendering applies an illumination model to a polygon-mesh surface to compute the colour/intensity of its pixels. The methods are:

  • Constant (flat) shading: one intensity is computed per polygon and used for all its pixels. Fast, but facets are visible.
  • Gouraud shading: interpolates intensities.
  • Phong shading: interpolates normal vectors.

Gouraud shading (intensity interpolation)

  1. Find the normal at each vertex by averaging the normals of all polygons sharing that vertex: Nv=∑Nk∣∑Nk∣N_v=\dfrac{\sum N_k}{\left|\sum N_k\right|}.
  2. Apply the illumination model at each vertex using NvN_v to get the vertex intensity.
  3. Linearly interpolate intensities along the polygon edges:

Ia=ys−y2y1−y2I1+y1−ysy1−y2I2I_a=\frac{y_s-y_2}{y_1-y_2}I_1+\frac{y_1-y_s}{y_1-y_2}I_2

  1. Interpolate along each scan line between the edge intensities to get the pixel intensities.

Advantages: smooth shading, removes intensity discontinuities between polygons, less computation than Phong. Disadvantages: highlights may be missed or distorted, Mach-band effect.

Phong shading (normal-vector interpolation)

  1. Compute the vertex normals by averaging, as above.
  2. Linearly interpolate the normal vectors along the edges, then along each scan line.
  3. Apply the illumination model at every pixel using its interpolated normal.

Advantages: accurate specular highlights, smoother and more realistic, fewer Mach bands. Disadvantages: much more computation, so slower.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

Define Multimedia and Multimedia Product? Explain Multimedia Team with their roles and skills.

Answer

Multimedia

Multimedia is the integration of two or more media elements (text, graphics, images, audio, video, animation) delivered by a computer, normally with interactivity.

Multimedia product

A multimedia product is an application/package made of these elements, such as an educational CD, computer game, encyclopaedia, kiosk, website, e-learning course or presentation.

Multimedia team: roles and skills

RoleResponsibilitySkills
Project managerPlanning, budget, schedule, coordination, client contactManagement, communication, risk handling
Multimedia designer / instructional designerDesign of content structure, interface and navigationCreativity, design, learning theory, storyboarding
Subject/content expertAccuracy of contentDomain knowledge
ScriptwriterWrites scripts, narration, textWriting, storytelling
Graphic artistImages, icons, backgroundsPhotoshop/Illustrator, colour, layout
Animator2D/3D animationFlash/Maya/Blender, timing
Audio engineerRecords, edits sound and musicAudio editing, MIDI
Video producer/editorShooting and editing videoCamera, editing software, compression
Programmer / authorIntegrates elements, builds interactivityAuthoring tools, scripting, programming
Tester / QAChecks bugs and usabilityTesting, attention to detail
Marketing / supportDistribution, user helpMarketing, documentation

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

Explain types of multimedia authoring tools. Write down the feature of image editing tools.

Answer

Types of multimedia authoring tools

Authoring tools are programs used to combine text, graphics, audio, video and animation and add interactivity. By authoring metaphor they are:

  1. Card/page-based tools: elements are organised as cards or pages in a stack/book with links between them (e.g. HyperCard, ToolBook).
  2. Icon/flow-based tools: elements are icons placed on a flowchart that shows the program logic (e.g. Authorware, IconAuthor).
  3. Time-based tools: elements are arranged along a timeline with frames and layers (e.g. Adobe Animate/Flash, Director).
  4. Object-oriented tools: each media element is an object with properties and scripts, linked by events (e.g. mTropolis).
  5. Hypermedia/web tools: build linked web content (e.g. Dreamweaver, HTML editors).
  6. Presentation tools: slide-based (e.g. PowerPoint).

Features of image editing tools (e.g. Photoshop, GIMP)

  • Selection tools (marquee, lasso, magic wand) to choose regions.
  • Layers and masks so parts can be edited independently.
  • Painting and drawing tools (brush, pencil, eraser, fill, gradient).
  • Cropping, resizing, rotating, flipping and transformation.
  • Colour correction: brightness, contrast, hue/saturation, levels, curves.
  • Filters and effects: blur, sharpen, noise, distortion.
  • Retouching: clone stamp, healing brush.
  • Text tools and styles.
  • Support for many file formats (JPEG, PNG, GIF, TIFF, BMP, PSD) and colour modes (RGB, CMYK, greyscale).
  • Undo/history, resolution and compression settings, plug-ins.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 7 marks

Explain the terms Jaggies, Bitmap, True type and Fontographer.

Answer

Jaggies

Jaggies are the stair-step or saw-tooth appearance of diagonal and curved lines on raster displays, caused by representing a smooth line with square pixels (aliasing). They are reduced by anti-aliasing, which blends edge pixels using intermediate colours, or by increasing resolution.

Bitmap

A bitmap (raster) image is a grid of pixels, each with its own colour value (1 bit per pixel for monochrome, 8 or 24 bits for colour). Bitmap fonts store each character as a fixed pixel pattern for a given size. They are quick to display but lose quality when scaled (jaggies appear) and use more memory. Formats: BMP, JPEG, GIF, PNG.

TrueType

TrueType is an outline font technology developed by Apple and Microsoft. Each character is stored as a mathematical outline (straight lines and quadratic Bezier curves) rather than pixels, so it can be scaled to any size and rendered smoothly on both screen and printer, with hinting to improve small sizes. It is the standard font format in Windows and Mac (file extension .ttf).

Fontographer

Fontographer is a font-editing/design program (originally by Altsys, later Macromedia, now FontLab) used to create new fonts or modify existing ones. The designer draws or imports character outlines with Bezier curves, adjusts spacing and kerning, and exports the font as TrueType or PostScript fonts for use in documents and multimedia.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 8 marks

Define Red book standard. Differentiate between MIDI and Digital audio.

Answer

Red Book standard

The Red Book is the standard (Philips and Sony, 1980) that defines the audio Compact Disc (CD-DA). It specifies:

  • sampling rate 44.1 kHz,
  • 16 bits per sample,
  • 2 channels (stereo, PCM),
  • a data rate of about 1.41 Mbps (44100 × 16 × 2),
  • about 74-80 minutes of audio per disc, with error correction (CIRC) and a pit/land track format.

MIDI vs digital audio

MIDIDigital audio
Musical Instrument Digital Interface: stores instructions (notes, instrument, duration, velocity), not soundStores the actual sampled sound waveform
Very small files (a few KB per minute)Large files (about 10 MB per minute for CD quality)
Sound quality depends on the playback synthesiser/sound cardSame quality on every device
Easy to edit notes, tempo and instrumentsEditing is at waveform level, harder
Cannot record voice or natural soundCan record any sound, including speech
Needs MIDI instruments/sequencerNeeds sampling (ADC) and playback (DAC)
Format: .midFormats: WAV, MP3, AIFF

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 5 marks

Write short notes on: Animation Techniques

Answer

Animation techniques

  1. Cel animation (traditional): each frame is hand-drawn on transparent celluloid sheets laid over a background and photographed. Time consuming.
  2. Path animation: an object moves along a defined path (line or curve) across frames.
  3. Frame-by-frame animation: every frame is created individually.
  4. Tweening (key-frame animation): the artist makes key frames and the computer generates the in-between frames (motion tween, shape tween/morphing).
  5. Morphing: one image smoothly transforms into another.
  6. Stop-motion (clay animation): physical models are moved slightly and photographed frame by frame.
  7. Computer (2D/3D) animation: objects are modelled, rigged, animated and rendered (e.g. Maya, Blender).
  8. Motion capture: real actor movements are recorded and applied to a digital model.
  9. Procedural/physics-based animation: motion is generated by rules or simulation (particles, fluids).
  10. Rotoscoping: drawing over live-action footage frame by frame.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2024 Spring · 5 marks

Write short notes on: Video broadcasting service

Answer

Video broadcasting service

Video broadcasting is the transmission of video (with audio) from a source to many receivers at once. Broadcasting can be:

  • Terrestrial: radio waves from ground transmitters received by antennas.
  • Satellite: signals via geostationary satellite to dish receivers (DTH).
  • Cable: coaxial/fibre cable networks to homes.
  • Internet / IPTV streaming: video delivered over IP networks (live streaming, video on demand).

Video is either analog or digital. Analog standards are NTSC (USA, 525 lines, 30 fps), PAL (Europe/Nepal, 625 lines, 25 fps) and SECAM (France, 625 lines, 25 fps). Digital standards include ATSC, DVB and ISDB, using MPEG-2/H.264 compression. Digital broadcasting gives better picture quality, more channels per frequency band, HD and interactive services.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 8 marks

Define the terms computer graphics, Interactive graphics and Non-interactive graphics. Explain the application of computer graphics in Visualization and Image processing in details.

Answer

Computer graphics

Computer graphics is the creation, storage and manipulation of pictures and images using a computer. It covers modelling, rendering and display of objects, from simple 2D drawings to realistic 3D scenes.

Interactive graphics

The user can control the picture in real time using an input device such as a mouse, keyboard or touch screen, and the system responds immediately (two-way communication). Examples: video games, CAD systems, flight simulators, drawing programs.

Non-interactive (passive) graphics

The user has no control over the picture; the image is only viewed. Communication is one-way. Examples: a screensaver, a pre-recorded animation, static printed charts, title sequences.

Application in visualisation

Visualisation converts numerical or abstract data into pictures so patterns and trends can be seen easily. Uses:

  • scientific visualisation of weather, fluid flow, molecules and earthquakes (colour-coded contours, vector fields);
  • business and statistical graphs (bar, pie, line charts, dashboards);
  • medical visualisation of 3D organs from CT/MRI scans;
  • engineering/architectural walkthroughs and simulation;
  • GIS maps and terrain models.

Application in image processing

Image processing improves or analyses existing images. Uses:

  • image enhancement (brightness, contrast, sharpening) and noise removal;
  • restoration of old or blurred photographs;
  • medical diagnosis (X-ray, MRI, CT enhancement and tumour detection);
  • satellite and remote sensing for land use, crops and disasters;
  • pattern recognition: face and fingerprint recognition, OCR;
  • compression and transmission of images and video;
  • industrial inspection and robot vision.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 7 marks

Define CRT display. Compare and contrast beam penetration method and shadow mask method.

Answer

CRT display

A Cathode Ray Tube is a vacuum glass tube in which an electron gun (cathode, heater, control grid, focusing and accelerating anodes) emits a beam of electrons. Deflection coils steer the beam to points on the front screen, which is coated with phosphor; the phosphor glows when hit, producing the image. Because the glow fades quickly, the picture must be refreshed continuously.

Beam penetration vs shadow mask

Beam penetrationShadow mask
Used with random scan displaysUsed with raster scan displays
Screen has two phosphor layers: red (outer) and green (inner)Screen has dots/stripes of red, green and blue phosphors in triads
One electron gun; colour depends on beam speed (slow = red, fast = green, intermediate = yellow/orange)Three electron guns (R, G, B) aimed through a perforated metal mask
Only about 4 coloursMillions of colours possible
CheapMore expensive
Poor picture quality and colourBetter picture quality and resolution
Poor for realistic imagesUsed in colour TVs and monitors

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 8 marks

Draw a circle of radius 7 units which is centred at (100,100) using mid-point circle algorithm.

Answer

Midpoint circle algorithm, r=7r=7, centre (100,100)(100,100)

Start at (0,7)(0,7), p0=1−r=−6p_0=1-r=-6. If p<0p<0: next x=x+1x=x+1, p=p+2x+1p=p+2x+1. Otherwise next x=x+1x=x+1, y=y−1y=y-1, p=p+2x+1−2yp=p+2x+1-2y (new x,yx,y). Stop when x≥yx\ge y.

kpkp_knext (x,y)(x,y)pk+1p_{k+1}
0−6-6(1,7)(1,7)−3-3
1−3-3(2,7)(2,7)22
222(3,6)(3,6)−3-3
3−3-3(4,6)(4,6)66
466(5,5)(5,5)77

Octant points relative to the centre: (0,7),(1,7),(2,7),(3,6),(4,6),(5,5)(0,7),(1,7),(2,7),(3,6),(4,6),(5,5).

Translating by (100,100)(100,100) gives the first octant pixels:

(100,107),(101,107),(102,107),(103,106),(104,106),(105,105)(100,107),(101,107),(102,107),(103,106),(104,106),(105,105)

Using 8-way symmetry, the first quadrant is completed with (106,104),(106,103),(107,102),(107,101),(107,100)(106,104),(106,103),(107,102),(107,101),(107,100). The remaining quadrants follow by plotting (100±x, 100±y)(100\pm x,\ 100\pm y) for every relative point (x,y)(x,y) found above and its mirror (y,x)(y,x), e.g. second quadrant (100−x, 100+y)(100-x,\ 100+y) gives (100,107),(99,107),(98,107),(97,106),…,(93,100)(100,107),(99,107),(98,107),(97,106),\dots,(93,100).

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 7 marks

Consider the given Right Angle Triangle ABC with vertices A(1,0) B(5,0), C(5,5).
i. Scale ABC by its double size at Origin ii. Rotate it about Fixed point B(5,0) by 90∘90^\circ.

Answer

Triangle A(1,0)A(1,0), B(5,0)B(5,0), C(5,5)C(5,5).

(i) Scaling by 2 about the origin (sx=sy=2s_x=s_y=2)

[x′y′1]=[200020001][xy1]\begin{bmatrix}x'\\y'\\1\end{bmatrix}=\begin{bmatrix}2&0&0\\0&2&0\\0&0&1\end{bmatrix}\begin{bmatrix}x\\y\\1\end{bmatrix}

  • A′(2,0)A'(2,0)
  • B′(10,0)B'(10,0)
  • C′(10,10)C'(10,10)

(ii) Rotation by 90∘90^\circ (anticlockwise) about B(5,0)B(5,0)

M=T(5,0) R(90∘) T(−5,0)=[0−1510−5001]M=T(5,0)\,R(90^\circ)\,T(-5,0)=\begin{bmatrix}0&-1&5\\1&0&-5\\0&0&1\end{bmatrix}

so x′=5−y, y′=x−5x'=5-y,\ y'=x-5.

For the original triangle ABC:

  • A(1,0)→(5,−4)A(1,0)\to(5,-4)
  • B(5,0)→(5,0)B(5,0)\to(5,0) (fixed point)
  • C(5,5)→(0,0)C(5,5)\to(0,0)

If the rotation is applied to the scaled triangle A′B′C′A'B'C':

  • A′(2,0)→(5,−3)A'(2,0)\to(5,-3)
  • B′(10,0)→(5,5)B'(10,0)\to(5,5)
  • C′(10,10)→(−5,5)C'(10,10)\to(-5,5)

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 8 marks

What is Bezier curve? Explain the various methods for generating non-planner surface?

Answer

Bezier curve

A Bezier curve is a parametric curve defined by a set of n+1n+1 control points P0,…,PnP_0,\dots,P_n. It is generated by

P(t)=∑i=0nPi Bi,n(t),0≤t≤1,Bi,n(t)=(ni)ti(1−t)n−iP(t)=\sum_{i=0}^{n}P_i\,B_{i,n}(t),\quad 0\le t\le1,\qquad B_{i,n}(t)=\binom{n}{i}t^i(1-t)^{n-i}

Properties: it passes through the first and last control points, the tangent at the ends is along the first and last control segments, it lies within the convex hull of the control points, and the blending functions sum to 1. For n=3n=3 (cubic):

P(t)=(1−t)3P0+3t(1−t)2P1+3t2(1−t)P2+t3P3P(t)=(1-t)^3P_0+3t(1-t)^2P_1+3t^2(1-t)P_2+t^3P_3

Used in font design, CAD and animation paths.

Methods for generating non-planar (curved) surfaces

  1. Polygon mesh: the surface is approximated by many small planar polygons (triangles/quads).
  2. Quadric surfaces: defined by second-degree equations (sphere, ellipsoid, cylinder, cone, paraboloid), e.g. sphere x2+y2+z2=r2x^2+y^2+z^2=r^2.
  3. Bezier surface: a tensor product of two Bezier curves: P(u,v)=∑i=0m∑j=0nPijBi,m(u)Bj,n(v)P(u,v)=\sum_{i=0}^{m}\sum_{j=0}^{n}P_{ij}B_{i,m}(u)B_{j,n}(v) with a grid of control points.
  4. B-spline surfaces: like Bezier but with local control of the shape.
  5. Sweep representations: translational sweep (extrusion) of a 2D shape along a path, and rotational sweep (surface of revolution) about an axis.
  6. Superquadrics, blobby objects (metaballs): generalised quadrics and organic shapes.
  7. Fractal methods: terrain, clouds and trees generated by recursive subdivision.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 7 marks

Define lightning model and ambient light. Differentiate Phong shading and Gouraud shading method.

Answer

Lighting (illumination) model

A lighting model is a set of equations that computes the intensity/colour at a point on a surface from the light sources, surface properties and viewing direction. A basic model combines ambient, diffuse and specular reflection:

I=Iaka+Ilkd(N⋅L)+Ilks(R⋅V)nI=I_a k_a+I_l k_d(\mathbf N\cdot\mathbf L)+I_l k_s(\mathbf R\cdot\mathbf V)^{n}

Ambient light

Ambient light is the uniform, non-directional background light coming from all directions after repeated reflection in the environment. It lights every surface equally, even those not facing a source, so no surface is completely black. Its contribution is Iamb=kaIaI_{amb}=k_aI_a, with kak_a the ambient coefficient and IaI_a the ambient intensity.

Phong vs Gouraud shading

Phong shadingGouraud shading
Interpolates surface normalsInterpolates intensities
Lighting model applied at each pixelLighting model applied only at vertices
Slow, high computationFast, low computation
Correct specular highlights, even inside a polygonHighlights may be lost or blurred
Smoother, less Mach bandingMore visible Mach bands
More realisticLess realistic

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 8 marks

What is Multimedia Product Development? Explain elements of multimedia with examples.

Answer

Multimedia product development

It is the process of planning and building a multimedia application. The usual stages are:

  1. Idea / analysis: identify the audience, objectives and requirements.
  2. Planning and costing: schedule, team, tools, budget.
  3. Design: structure, navigation, interface and storyboards.
  4. Production: create or collect text, graphics, audio, video and animation.
  5. Authoring / integration: combine elements and add interactivity with authoring tools.
  6. Testing: fix errors and check usability on target platforms.
  7. Delivery and maintenance: release on CD/DVD/web, then update and support.

Elements of multimedia

  • Text: headings, captions, menus, documents (e.g. the content of an e-book).
  • Graphics/images: photographs, drawings, icons, charts (e.g. map or logo in JPEG/PNG).
  • Audio: speech, music and sound effects (e.g. narration in MP3 or WAV, MIDI music).
  • Video: moving pictures with sound (e.g. a recorded lecture or a movie clip in MP4).
  • Animation: moving drawings or models (e.g. a cartoon or an animated diagram of the heart).
  • Interactivity: buttons, hyperlinks and menus that let the user control the content (e.g. a quiz or a game).

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 7 marks

Define Multimedia Authoring? Classify Multimedia Authoring tools and explain any one.

Answer

Multimedia authoring

Multimedia authoring is the process of combining text, graphics, audio, video and animation into one interactive application and defining how the user navigates it. The software used is called an authoring tool.

Classification of authoring tools (by the metaphor they use)

  1. Card or page-based tools (HyperCard, ToolBook).
  2. Icon-based / flow-control tools (Authorware).
  3. Time-based tools (Adobe Director, Animate/Flash).
  4. Object-oriented tools.
  5. Web / hypermedia tools (Dreamweaver, HTML).
  6. Presentation tools (PowerPoint).

Time-based tools (explained)

In these tools media elements are placed on a timeline, which is divided into frames and arranged in layers. Playback moves along the timeline at a set frame rate, and each element appears, moves or disappears at the frame where it is placed. Key frames and tweening let the author create animation, and scripts (e.g. ActionScript or Lingo) attached to frames or buttons add interactivity such as jumping to another frame or scene. Advantages: precise control of timing and synchronisation of audio, video and animation; good for animation, presentations and games. Disadvantages: difficult to manage large projects with many branches, and a learning curve. Examples: Adobe Animate (Flash), Director.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 7 marks

What is animation and video? Describe major broadcasting video standards.

Answer

Animation

Animation is creating the illusion of motion by displaying a sequence of still images, each slightly different, at a sufficient rate (persistence of vision), e.g. cartoons and 3D films.

Video

Video is the electronic capture, storage and playback of a sequence of images (frames) with synchronised sound, usually recorded from the real world with a camera. Analog video is stored as continuous signals; digital video is stored as sampled pixels and is usually compressed (MPEG, H.264). Quality depends on frame rate, resolution and colour depth.

Major broadcasting video standards

StandardRegionLinesFrame rateColour encoding
NTSC (National Television System Committee)USA, Canada, Japan525 (about 480 visible)30 fps (29.97)YIQ
PAL (Phase Alternating Line)Europe, Nepal, India, Australia625 (about 576 visible)25 fpsYUV
SECAM (Sequential Couleur avec Memoire)France, parts of Africa and Eastern Europe62525 fpsYDbDr

All use interlaced scanning (two fields per frame). Digital and HD standards are ATSC (USA), DVB (Europe) and ISDB (Japan), supporting resolutions such as 720p, 1080i/p and 4K.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 5 marks

Write short notes on: Animation Principles

Answer

Animation principles

The twelve principles of animation (Disney animators Ollie Johnston and Frank Thomas) make movement look believable:

  1. Squash and stretch: shows weight and flexibility.
  2. Anticipation: preparation before the main action.
  3. Staging: presents the idea clearly.
  4. Straight-ahead action and pose-to-pose: two drawing methods.
  5. Follow-through and overlapping action: parts continue moving after the body stops.
  6. Slow in and slow out: more frames at start and end of motion.
  7. Arcs: natural motion follows curved paths.
  8. Secondary action: supports the main action.
  9. Timing: number of frames sets speed and mood.
  10. Exaggeration: increases impact.
  11. Solid drawing: gives volume and weight.
  12. Appeal: makes characters attractive and believable.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 5 marks

Write short notes on: Color Palette

Answer

Colour palette

A colour palette (colour look-up table, CLUT) is a table of the colours available to an image or display. In indexed-colour images each pixel stores a small index (e.g. 8 bits) pointing to an entry in the palette, where the actual RGB value (e.g. 24 bits) is stored, so only up to 256 colours are used but the file is small. For a 256256-colour image the palette has 256 entries.

Types:

  • System palette: fixed set of colours defined by the operating system.
  • Web-safe palette: 216 colours that display consistently in all browsers.
  • Adaptive/optimised palette: built from the colours actually used in the image.
  • Custom palette: chosen by the designer.

Advantages: less memory and faster loading; changing a palette entry changes all pixels using it. Disadvantages: limited colours, dithering needed to simulate others. Used in GIF and 8-bit PNG/BMP.

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

  • 2023 Spring · 5 marks

Write short notes on: MIDI vs. Digital Audio

Answer

MIDI vs digital audio

MIDI (Musical Instrument Digital Interface) is a protocol that stores music as instructions (note on/off, pitch, duration, velocity, instrument) rather than sound. It needs a synthesiser or sound card to play it.

Digital audio is sound recorded by sampling the analog waveform at regular intervals (sampling rate, e.g. 44.1 kHz) and quantising each sample (e.g. 16 bits). CD quality stereo needs about 10 MB per minute.

MIDIDigital audio
Stores commandsStores sampled sound
Very small filesLarge files
Quality depends on playback deviceQuality same on any device
Easy to edit notes and instrumentsEdited at waveform level
Cannot capture voiceCaptures voice and any sound
Format .midFormats .wav, .mp3

Answer checked by Claude Sonnet · Oct 21, 2026

Test yourself · 2 MCQs

Loading…

Questions from PU BCA 2024 Spring Visual Programming (Pokhara University BCA, Spring 2024), PU BCA 2025 Spring Database Management System (New) (Pokhara University BCA, Spring 2025, new syllabus), PU BCA 2025 Spring Database Management System (Old) (Pokhara University BCA, Spring 2025, old syllabus), PU BCA 2024 Spring Database Management System (Pokhara University BCA, Spring 2024), PU BCA 2025 Spring Computer Graphics and Multimedia Technology (New) (Pokhara University BCA, Spring 2025, new syllabus), PU BCA 2025 Spring Computer Graphics and Multimedia Technology (Old) (Pokhara University BCA, Spring 2025, old syllabus), PU BCA 2024 Spring Computer Graphics and Multimedia Technology (Pokhara University BCA, Spring 2024), PU BCA 2023 Spring Computer Graphics and Multimedia (Pokhara University BCA, Spring 2023), PU BCA 2025 Spring Probability and Statistics (New) (Pokhara University BCA, Spring 2025, new syllabus), PU BCA 2025 Spring Fundamentals of Probability and Statistics (Pokhara University BCA, Spring 2025), PU BCA 2024 Spring Fundamentals of Probability and Statistics (Pokhara University BCA, Spring 2024), PU BCA 2023 Spring Fundamentals of Probability and Statistics (Pokhara University BCA, Spring 2023), PU BCA 2025 Spring Software Engineering (New) (Pokhara University BCA, Spring 2025, new syllabus), PU BCA 2025 Spring Software Engineering (Pokhara University BCA, Spring 2025), PU BCA 2024 Spring Software Engineering (Pokhara University BCA, Spring 2024), PU BCA 2023 Spring Software Engineering (Pokhara University BCA, Spring 2023), PU BCA 2022 Fall Software Engineering (Pokhara University BCA, Fall 2022), PU BCA 2021 Spring Software Engineering (Pokhara University BCA, Spring 2021), PU BCA 2025 Spring Web Technologies II (New) (Pokhara University BCA, Spring 2025, new syllabus), PU BCA 2025 Spring Web Technologies II (Pokhara University BCA, Spring 2025), PU BCA 2024 Spring Web Technologies II (Pokhara University BCA, Spring 2024) and PU BCA 2023 Spring Web Technologies II (Pokhara University BCA, Spring 2023). Answers are written for this site; check them against your class notes.