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
**Graphics Pipeline** **Application Program** specifies **where in the view surface** should the **object be displayed**. (identify)
Converts from viewport to normalized device coordinates (NDC)
26
**Graphics Pipeline** **Application Program** Determine **visible surfaces and shading**. Then, the **object outside the NDC is clipped**. (identify)
Clips
27
**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)
Maps data to device coordinates
28
**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)
Application data structure
29
**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)
Graphics system
30
**Line Drawing** (enumerate)
* Straight line * Line * Line drawing * (DDA Algorithm) The Digital differential analyzer algorithm
31
**Line Drawing** Given the specification for a ?, find the **collection of addressable pixels** which most closely **approximates this line**. (fill in the blanks)
straight line
32
**Line Drawing** in Computer graphics is a **portion of straight line** that **extends indefinitely** in **opposite direction 2**. (identify)
line
33
**Line Drawing** It is defined by its **two end points**. (identify)
line
34
**Line Drawing** is accomplished by **calculating intermediate positions** along the **line path** between two **specified end points positions**. (identify)
Line drawing
35
**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)
(DDA Algorithm) The Digital differential analyzer algorithm
36
**Line Drawing** is a **scan-conversion line algorithm** based on calculation either **∆y or ∆x** (identify)
(DDA Algorithm) The Digital differential analyzer algorithm
37
**Line Drawing** **Limitations of DDA** The ? & ? are time consuming procedures. (enumerate)
* rounding operation * floating point arithmetic
38
**Line Drawing** **Limitations of DDA** ? can cause the calculated pixel position to drift away from the true line path for long line segment. (identify)
Round-off error
39
**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)
Bresenham algorithm
40
**Line Drawing** **Limitations of DDA** ? An accurate and efficient **raster line generating algorithm** developed by Bresenham that uses only **incremental integer calculations** (identify)
Bresenham’s Line Algorithm
41
It is a process of **representing graphics objects** a **collection of pixels**.
2D Scan Conversion
42
**2D Scan Conversion** The **graphics objects** are ?. (fill in the blanks)
continuous
43
**2D Scan Conversion** The **pixels** used are ?. **Each pixel** can have either **on or off state**. (fill in the blanks)
discrete
44
**2D Scan Conversion** Any **model of graphics** can be **reproduced** with a dense matrix of ?. (fill in the blanks)
dots or points
45
**2D Scan Conversion** Most human beings think ? as points, lines, circles, ellipses. (fill in the blanks)
graphics objects
46
**2D Scan Conversion** For **generating graphical object**, not many algorithms have been **developed**. (true or false)
false: For **generating graphical object**, **not many** algorithms have been **developed**. true: For **generating graphical object**, **many** algorithms have been developed.
47
**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)
rasterization
48
**2D Scan Conversion** Some algorithms are implemented using ? (identify)
Software
49
**2D Scan Conversion** Some are performed using: (enumerate)
* Hardware or Firmware * Various combinations of hardware, firmware, and software
50
**Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors** (enumerate)
* Scan-Converting * Scan Converting a Straight Line * Circle-Generating Algorithms * Ellipse-Generating Algorithms * Line Attributes * Mid-point circle drawing algorithm
51
**Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors** a point involves **illuminating the pixel** that **contains the point**. (identify)
Scan-Converting
52
**Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors** A **straight line** may be defined by **two endpoints** & **an equation**. (identify)
Scan Converting a Straight Line
53
**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)
Circle-Generating Algorithms
54
**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)
Ellipse-Generating Algorithms
55
**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)
Line Attributes
56
**Algorithm for drawing Line, Circle, Ellipse, Arcs, & Sectors** is an algorithm used to **determine the points** needed for **rasterizing a circle**. (identify)
mid-point circle drawing algorithm