Lecture 5: Basic Graphics Primitives Rendering Flashcards

1
Q

The basic geometric objects in CG(Computer Graphics) are usually called ? or ?

(fill in the blanks)
(not same answer)

A

primitives. graphic output primitives

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2
Q

is a graphics object that is essential for the creation or
construction
of complex images.

(identify)

A

primitive

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3
Q

Fortunately, ? is constructed from a few basic elements, as
opposed to the great variety of graphics applications.

(identify)

A

graphics

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4
Q

Graphics Primitives Include:

(enumerate)

A
  • Lines
  • Areas
  • Circle
  • Rectangle primitive
  • Arc
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5
Q

Graphics Primitives Include:

?, especially straight ?, constitute an important building block of computer images.

(fill in the blanks)
(same answer)

A

Line/s

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6
Q

Graphics Primitives Include:

Lines/Straight lines
A straight line can be developed in two different ways:

(enumerate)

A
  • Structural method
  • Conditional method
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7
Q

Graphics Primitives Include:

Lines/Straight lines: Structural Method

(describe)

A

determines which pixels should be set before drawing the line

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8
Q

Graphics Primitives Include:

Lines/Straight lines: Conditional Method

(describe)

A

tests certain conditions to find which pixel should be set next

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9
Q

Graphics Primitives Include:

Lines/Straight lines
need two points and additional control points.

(identify)

A

Curves

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10
Q

Graphics Primitives Include:

Lines/Straight lines
are connected sequences of lines.

(identify)

A

Polylines

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11
Q

Graphics Primitives Include:

are bounded by closed polylines or polygons.

(identify)

A

Areas

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12
Q

Graphics Primitives Include:

can be filled with colour or a texture.

(identify)

A

Areas

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13
Q

Graphics Primitives Include:

Areas
even though generally constructed from straight lines, is an important graphics primitive.

(identify)

A

Polygon

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14
Q

Graphics Primitives Include:

Areas
is a closed area of image bounded by straight or curved lines and filled with one solid colour.

(identify)

A

Polygon

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15
Q

Graphics Primitives Include:

is an eight-way symmetric figure.

(identify)

A

Circle

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16
Q

Graphics Primitives Include:

Circle
The ? is the same in all quadrants.

(fill in the blanks)

A

shape of circle

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17
Q

Graphics Primitives Include:

draws a rectangle with a given starting top left point(x and y coordinates) and a delta x and delta y, plus a line weight and line pattern.

(identify)

A

rectangle primitive

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18
Q

Graphics Primitives Include:

is drawn as a portion of an oval.

(identify)

A

Arc

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19
Q

Graphics Primitives Include:

Arc
are measured in degrees.

(identify)

A

Arc angles

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20
Q

Graphics Primitives Include:

Arc
? from a starting angle by the number of degrees specified by their arc angle.

(identify)

A

Arcs sweep (i.e., move along a curve)

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21
Q

Graphics Pipeline

(enumerate)

A
  • Application program
  • Application data structure
  • Graphics system
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22
Q

Graphics Pipeline

This is a collection of output plotting subroutines based on 2D or 3D geometry of the object to be displayed

(identify)

A

Application program

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23
Q

Graphics Pipeline

Application Program
performs the following:

(enumerate)

A
  • View transforms
  • Converts from viewport to normalized device coordinates (NDC)
  • Clips
  • Maps data to device coordinates
24
Q

Graphics Pipeline

Application Program
specifies what part of the world scene is to be displayed and converts those points into view coordinate points.

(identify)

A

View transforms

25
Q

Graphics Pipeline

Application Program
specifies where in the view surface should the object be displayed.

(identify)

A

Converts from viewport to normalized device coordinates (NDC)

26
Q

Graphics Pipeline

Application Program
Determine visible surfaces and shading. Then, the object outside the NDC is clipped.

(identify)

A

Clips

27
Q

Graphics Pipeline

Application Program
All the geometric and non-geometric details in the data structure are converted to one of the graphics output primitives and passed to the graphics system i.e. the objects are scan converted into pixels and the framebuffer displayed.

(identify)

A

Maps data to device coordinates

28
Q

Graphics Pipeline

This is a database of descriptions and properties, like geometric coordinates, colour, surface texture and connectivity relationships of objects to be displayed on the display unit of the graphics system.

(identify)

A

Application data structure

29
Q

Graphics Pipeline

This handles the low-level architecture of the display processor and xy co-ordinate system of the physical screen, hiding these details from the user.

(identify)

A

Graphics system

30
Q

Line Drawing

(enumerate)

A
  • Straight line
  • Line
  • Line drawing
  • (DDA Algorithm) The Digital differential analyzer algorithm
31
Q

Line Drawing

Given the specification for a ?, find the collection of addressable pixels which most closely approximates this line.

(fill in the blanks)

A

straight line

32
Q

Line Drawing

in Computer graphics is a portion of straight line that extends indefinitely in opposite direction 2.

(identify)

A

line

33
Q

Line Drawing

It is defined by its two end points.

(identify)

A

line

34
Q

Line Drawing

is accomplished by calculating intermediate positions along the line path between two specified end points positions.

(identify)

A

Line drawing

35
Q

Line Drawing

is an incremental scan-conversion method. Such an approach is characterized by performing calculations at each step using results from the preceding step.

(identify)

A

(DDA Algorithm) The Digital differential analyzer algorithm

36
Q

Line Drawing

is a scan-conversion line algorithm based on calculation either ∆y or ∆x

(identify)

A

(DDA Algorithm) The Digital differential analyzer algorithm

37
Q

Line Drawing

Limitations of DDA
The ? & ? are time consuming procedures.

(enumerate)

A
  • rounding operation
  • floating point arithmetic
38
Q

Line Drawing

Limitations of DDA
? can cause the calculated pixel position to drift away from the true line path for long line segment.

(identify)

A

Round-off error

39
Q

Line Drawing

Limitations of DDA
? can cause the calculated pixel position to drift away from the true line path for long line segment. The big advantage of this algorithm is that it uses only integer calculations.

(identify)

A

Bresenham algorithm

40
Q

Line Drawing

Limitations of DDA
? An accurate and efficient raster line generating algorithm developed by Bresenham that uses only incremental integer calculations

(identify)

A

Bresenham’s Line Algorithm

41
Q

It is a process of representing graphics objects a collection of pixels.

A

2D Scan Conversion

42
Q

2D Scan Conversion

The graphics objects are ?.

(fill in the blanks)

A

continuous

43
Q

2D Scan Conversion

The pixels used are ?. Each pixel can have either on or off state.

(fill in the blanks)

A

discrete

44
Q

2D Scan Conversion

Any model of graphics can be reproduced with a dense matrix of ?.

(fill in the blanks)

A

dots or points

45
Q

2D Scan Conversion

Most human beings think ? as points, lines, circles, ellipses.

(fill in the blanks)

A

graphics objects

46
Q

2D Scan Conversion

For generating graphical object, not many algorithms have been developed.

(true or false)

A

false: For generating graphical object, not many algorithms have been developed.

true: For generating graphical object, many
algorithms have been developed.

47
Q

2D Scan Conversion

The process of converting is also called as ?. The algorithms implementation varies from one computer system to another computer system.

(fill in the blanks)

A

rasterization

48
Q

2D Scan Conversion

Some algorithms are implemented using ?

(identify)

A

Software

49
Q

2D Scan Conversion

Some are performed using:

(enumerate)

A
  • Hardware or Firmware
  • Various combinations of hardware, firmware, and software
50
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

(enumerate)

A
  • Scan-Converting
  • Scan Converting a Straight Line
  • Circle-Generating Algorithms
  • Ellipse-Generating Algorithms
  • Line Attributes
  • Mid-point circle drawing algorithm
51
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

a point involves illuminating the pixel that contains the point.

(identify)

A

Scan-Converting

52
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

A straight line may be defined by two endpoints & an equation.

(identify)

A

Scan Converting a Straight Line

53
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

General function is available in a graphics library for displaying various kinds of curves, including circles and ellipses.

(identify)

A

Circle-Generating Algorithms

54
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

An ellipse is an elongated circle. Therefore, elliptical curves can be generated by modifying circle-drawing procedures to take into account the different dimensions of an ellipse along the major and minor axes.

(identify)

A

Ellipse-Generating Algorithms

55
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

Basic attributes of a straight line segment are its type, its width, and its color. In some graphics packages, lines can also be displayed using selected pen or brush options

(identify)

A

Line Attributes

56
Q

Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors

is an algorithm used to determine the points needed for rasterizing a circle.

(identify)

A

mid-point circle drawing algorithm