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CS602 – Computer Graphics

In CS602 Computer Graphics we have you covered with Digitized Past Papers From Fall of Mid Term and Final Term.

NOTE: Click on Preparation Tab to take the MCQ’s Tests.

FINAL TERM
CS602_Final _Fall 2004 Term Paper                                              View     Download
CS602_FINALTERM FALL2010                                                      View     Download
CS602_FinalTermPapersSolvedPapers (1)                                     View     Download
CS602_MId_SolvedMCQss                                                             View     Download
MID TERM
CS602solvedmidtermpapersObjective                                              View     Download
CS602solvedmidtermpapersSubjective                                             View     Download
CS602MIdtermSolvedMCQsWithReferencesbyMoaaz                     View     Download

2 Comments

  1. AYESHA MUMTAZ

    Question No: 1 ( Marks: 1 ) – Please choose one
    Which of the following is NOT a modern application for Computer Graphics——————- ► Stop-motion animation (Page 6)
    ► Computer Aided Geometric Design
    ► Video Games
    ► Scientific Visualization
    Question No: 2 ( Marks: 1 ) – Please choose one
    Both Boundary Filling and Flood filling algorithms are non-recursive techniques, ► False click here 4 detail
    ► True
    Question No: 3 ( Marks: 1 ) – Please choose one
    TV series are made as simply as possible from the animation point of view. This approach is generally known
    as ————————. ► Full animation
    ► Limited animation (Page 428)
    ► Low animation
    ► High resolution
    Question No: 4 ( Marks: 1 ) – Please choose one
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    An eight frame run cycle that —————— frame/frames to each step gives a fast and vigorous dash. At this
    speed the successive leg positions are quite widely separated and may need dry brush or speed lines to make the
    movement flow. ► Two
    ► One
    ► Three
    ► Four (Page 437)
    Question No: 5 ( Marks: 1 ) – Please choose one
    ———– reflection is the effect of reflecting light toward the direction from which it came, no matter the
    orientation of the surface. ► Forward scattering
    ► Diffuse Lambertian
    ► Backscattering
    ► Retro (Page 293)
    Question No: 6 ( Marks: 1 ) – Please choose one
    What makes this really challenging to model is that the index of refraction for most materials is a function of
    the——————- of the light. This means that not only is there a shift in the angle of refraction, but that the
    shift is different for differing —————of light. ► Reflecting angle, Reflecting angle
    ► Refracting angle, Refracting angle
    ► Frequency, Frequency
    ► Wavelength, Wavelength (Page 229)
    Question No: 7 ( Marks: 1 ) – Please choose one
    The reflected light wave turns out to be a ———————case since light is reflected at the same angle as the
    incident wave (when the surface is smooth and uniform, as we’ll assume for now). ► Abnormal
    ► Complex
    ► Simple (Page 296)
    ► Unknown
    Question No: 8 ( Marks: 1 ) – Please choose one
    Tessellation can be adaptive to the _______ degree of curvature of a surface. ► Local (Page 170)
    ► Static
    ► Global
    ► Variable
    Question No: 9 ( Marks: 1 ) – Please choose one __________ sets the reshape callback for the current window. The reshape callback is triggered when a window
    is reshaped.
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    ► glutMainLoop
    ► glutIdleFunc
    ► glutReshapeFunc (Page 312)
    ► glutDisplayFunc
    Question No: 10 ( Marks: 1 ) – Please choose one
    Signed integer color components, when specified, are linearly mapped to floating-point values such that the
    most positive representable value maps to 1.0, and the most negative representable value maps to —————–
    -. Floating-point values are mapped directly. ► -1.0
    ► 0.0
    ► 2.0
    ► 1.0 (Page 320)
    Question No: 11 ( Marks: 1 ) – Please choose one
    NURBS stands for———————–. ► Non Universal Rational Binary Spline
    ► Non Uniform Rational Binary S
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    ► Most complex
    ► More complex (Page 338)
    Question No: 15 ( Marks: 1 ) – Please choose one
    Keep polygon orientations consistent to make sure that when viewed from the outside, all the polygons on the
    surface are oriented in the same direction. ► None of the given
    ► Neither
    ► Different
    ► Same (page 345)
    Question No: 16 ( Marks: 1 ) – Please choose one
    The —————- is most simple example that exhibits the property self similarity. ► Mosse
    ► Fern (Page 355)
    ► None of the given
    ► Thohar
    Question No: 17 ( Marks: 1 ) – Please choose one
    A common mistake people make when creating three-dimensional graphics is to start thinking too soon that the
    final image appears on a flat, two-dimensional screen. Avoid thinking about which pixels need to be drawn, and
    instead try to visualize —————– space. ► Multi-dimensional
    ► One-dimensional
    ► Two-dimensional
    ► Three-dimensional (Page 371)
    Question No: 18 ( Marks: 1 ) – Please choose one
    Which of the following properties of rational Bezier curves fails if the weight assigned to a control point is
    negative?
    ► End-point interpolation
    ► Variation Diminishing
    ► Symmetry
    ► Convex-Hull Click here 4 detail
    Question No: 19 ( Marks: 1 ) – Please choose one
    In the Phong reflection model, there are 3 constants (a, b, c) which are used to describe the qualities of which of
    the following phenomena?
    ► The attenuation of a point light source with distance
    ► The size (in each dimension) which the light is assumed to have
    ► The amount to perturb reflection vectors as they are mirrored across the normal
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    5
    ► The material reaction to ambient, diffuse and specular light (respectively)
    Question No: 20 ( Marks: 1 ) – Please choose one
    The Phong reflection model simplifies light-matter interactions into (essentially) 4 vectors and a number of
    constants. Which piece of the Phong model is responsible for giving spheres their bright white spots?
    ► Specular
    ► Diffuse
    ► Ambient
    Question No: 21 ( Marks: 1 ) – Please choose one
    When you hit a surface in ray tracing, generally shadow rays are tested against all objects in a scene. If these
    rays come back saying they hit an object in the scene, which of the following do you do?
    ► add all components (i.e. ambient, diffuse and specular) from that light source to the object. ► add all EXCEPT the ambient light from that light source to the object (i.e. diffuse and specular)
    ► add only the ambient light from that light source to the object
    ► add none of the light from that light source to the object
    Question No: 22 ( Marks: 1 ) – Please choose one
    The ColorSpace tool is a handy tool that we can use to interactively add two colours together to see the effects
    of the various strategies for handling oversaturated colours. ► False
    ► True (Page 235)
    Question No: 23 ( Marks: 1 ) – Please choose one
    A polygon is usually defined by a sequ
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    6
    Question No: 25 ( Marks: 1 ) – Please choose one
    Parity is a concept used to determine which _____________ lie within a polygon. (Choose best suitable
    answer)
    ► Edge
    ► Vertices
    ► Pixel (Page 80)
    ► None of the given
    Question No: 26 ( Marks: 1 ) – Please choose one
    The actual filling process in boundary filling algorithm begins when a point _____________ of the figure is
    selected. ► Outside the boundary
    ► Inside the boundary (Page 102)
    ► At boundary
    ► None of the given
    Question No: 27 ( Marks: 1 ) – Please choose one
    Weiler-Atherton Polygon Clipping technique modifies the vertex-processing procedures for window boundaries
    so that _________ polygons are displayed correctly. ► Convex
    ► Concave (Page 155)
    ► Complex
    ► None of the given
    Question No: 28 ( Marks: 1 ) – Please choose one
    If a line connecting any two points within a polygon does not intersect any edge, then it will be a _________
    polygon. ► Convex (Page 79)
    ► Concave
    ► Complex
    ► None of the given
    Question No: 29 ( Marks: 1 ) – Please choose one __________ can be defined as a mapping of point P(x, y, z) onto its image P`(x`, y`, z` ) in the view plane
    which constitutes the display surface. ► Mapping plane
    ► Three Coordinate Planes
    ► View plane
    ► Projection (Page 193)
    Question No: 30 ( Marks: 1 ) – Please choose one
    The reflected light wave turns out to be a / an ______________ case since light is reflected at the same angle
    as the incident wave (when the surface is smooth and uniform, as we’ll assume for now).
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    7
    ► Unknown
    ► Simple (Page 296)
    ► Complex
    ► Abnormal

  2. AYESHA MUMTAZ

    Question No: 8 ( Marks: 1 ) – Please choose one
    Save a line with both endpoints inside all clipping boundaries. Trivial Reject
    Trivial Accept (Page 142)
    None of given
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    9
    Question No: 9 ( Marks: 1 ) – Please choose one
    Dark lights are nothing more than lights in which one or more of the color values are _____. Unknown
    Negative (Page 235)
    Positive
    Zero
    Question No: 10 ( Marks: 1 ) – Please choose one
    A series of _______ computer operations convert an object’s three-dimensional coordinates to pixel positions
    on the screen. Transformations, which are represented by matrix multiplication, include modeling, viewing, and
    projection operations. Such operations include rotation, translation, scaling, reflecting, orthographic projection, and perspective projection. Three (Page 371)
    Two
    Four
    Ten
    Question No: 11 ( Marks: 1 ) – Please choose one
    At a physical surface, our eye’s perception of the color depends on the distribution of photon energies that
    arrive and trigger our _______ cells. Eye
    Retina
    Cone (Page 398)
    Question No: 12 ( Marks: 1 ) – Please choose one
    This projection technique has the direction of projection perpendicular to the viewing plane, but the viewing
    direction is NOT perpendicular to one of the principle faces. Orthographic Parallel Projection
    Axonometric Parallel Projection (Page 194)
    Oblique Parallel Projection
    Question No: 13 ( Marks: 1 ) – Please choose one
    In the Phong Reflection model, _______ light is the same everywhere. Ambient
    Diffuse
    Specular
    Emissive
    Question No: 14 ( Marks: 1 ) – Please choose one
    A plane is two dimensional since in order to uniquely define any point on its surface we require _______
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    10
    numbers. Two (Page 356)
    Three
    Four
    Five
    Question No: 15 ( Marks: 1 ) – Please choose one
    In perspective projection, for your view to come out correctly, you will also want the _______ to pass through
    the middle of the screen. X axis
    Y axis
    Z axis (Page 200)
    None
    Question No: 16 ( Marks: 1 ) – Please choose one
    Neither floating-point nor signed integer values are clamped to the range ________ before updating the current
    color. 0 , -1.0
    -1 , 1
    1 , -1
    0, 1 (Page 321)
    Question No: 17 ( Marks: 1 ) – Please choose one
    An object’s _______ determine its orientation relative to the light sources. For each vertex, OpenGL uses the
    assigned normal to determine how much light that particular vertex receives from each light source. Unit
    Normal (Page 400)
    None of given
    Question No: 18 ( Marks: 1 ) – Please choose one
    Which was the oldest shading model?
    Flat Shading (Page 245)
    Phong Shading
    Gouraud Shading
    Question No: 19 ( Marks: 1 ) – Please choose one
    Which of the following affine transforms does NOT affect vectors?
    Scale
    Rotation
    Shear
    Translation

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