a) List out the properties of B-splines.
b) prepare about phong shading model.
a) What is the general form of quadric surface? Describe the terms in it.
b) Describe the algorithm for the generation of Bezier curve.
a) Show that the Bezier curve always touches the starting point (for u = 0) and the ending point (for u = 1).
b) Use a quadratic B-spline curve with five control points to prove that B-spline blending functions sum to unity.
a) Give a detailed note on Hermite interpolation.
b) List different polygon rendering methods. Compare their advantages and disadvantages.
a) What are the steps included in rotating a 3-D object about an arbitrary axis in 3-D space. Describe about the effects at each intermediate phase of the processing.
b) Define view volume. Describe about it in brief.
a) Derive the matrix form for the rotation regarding z- axis in 3-D space.
b) Categorize the projections and give a short note about the projection transforms.
a) List out the three fundamental rotation matrices for rotation about the three Principle axes. Describe about their nature of operation.
b) Give a short note about the approaches followed for clipping in 3-D space.
a) Apply an appropriate 3D transformation matrix to a line joining (1, 1, 1) and (2, 3, 4) to align it to the positive z axis and so that it originates from the origin.
b) How a point can be translated from one position to the other position with the help of matrix operations in 3D?