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Master of Science in Software Development Exam - Interactive Graphics Programming, Exams of Computer Science

A past exam from the master of science in software development program at cork institute of technology, focusing on interactive graphics programming. It includes instructions for answering three questions, each with multiple parts, covering topics such as digital image processing, opengl, rgb and hsi spaces, and 3d modeling. Questions involve concepts like histogram equalization, image sharpening, noise removal, and phong lighting model.

Typology: Exams

2012/2013

Uploaded on 03/24/2013

anandi
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Download Master of Science in Software Development Exam - Interactive Graphics Programming and more Exams Computer Science in PDF only on Docsity! Cork Institute of Technology Master of Science in Software Development - Award January 2007 Interactive Graphics Programming (Time: 2 Hours) Instructions Answer Three questions. You must answer at least one from each Section. All questions carry equal marks. Examiners: Ms. Helen Fagan Dr. Bing Wu Dr. James F. Power Section A Question 1 i. Describe three distinct fields of applications that use Digital Image Processing. (3 marks) ii. Outline the steps involved in capturing an image. Distinguish between the spatial resolution and intensity level resolution of an image. (7 marks) iii. Describe the histogram equalisation process. (10 marks) Question 2 i. Explain the technique used to sharpen an image in the spatial domain. What is the mathematical basis for this technique? (10 marks) ii. Explain the technique used to apply image processing in the Fourier domain. (5 marks) iii. What techniques can be used for noise removal from an image? (5 marks) Question 3 i. What is the physiological basis for storing images as a red, green, and blue triplet? (4 marks) ii. What is the relationship between RGB space and HSI space? Describe how smoothing and sharpening are applied in HSI space. (10 marks) iii. Describe three types of redundancy found in images that may be exploited by JPEG compression. (6 marks) 2 Section B Question 1 i. Write the display method for a 2D openGL program that displays a red unit square centred at (0,0). (5 marks) ii. How would you animate your program so that the square spins around then origin? (5 marks) iii. Describe the data structures you would use to draw a solid cube in 3D. (5 marks) iv. Explain why the vertices order is important when specifying a polygon? (2 marks) v. Explain the role of the depth buffer in generating a 3D image. (3 marks) Question 2 i. What details must be specified when using a camera and perspective viewing in openGL? Use a diagram to illustrate your answer. (7 marks) ii. What side effects occur due to the specification of a near and far clipping plane? How might these problems be overcome? (4 marks) iii. What does the viewport mapping specify? (3 marks) iv. What is the default location of the camera and viewing volume in a 3D openGL program? What code would you write to re-position the camera at (10,0,0) and point it towards the origin? (6 marks) Question 3 i. What sort of light interaction does the Phong Lighting model attempt to approximate? (6 marks) ii. Describe with the aid of a diagram the equations used in the Phong Lighting model. a. What vectors must be calculated? b. How can the lighting calculation be speeded up? (6 marks) iii. Compare the Gouraud and Phong shading models. (8 marks)
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