Computer Graphics Interview Questions and Answers for experienced

100 Computer Graphics Interview Questions and Answers
  1. What is the difference between raster and vector graphics?

    • Answer: Raster graphics are composed of pixels, while vector graphics are composed of mathematical equations defining lines and curves. Raster images lose quality when scaled up (pixelation), while vector images maintain quality at any scale. Raster graphics are better for photorealistic images, while vector graphics are better for logos and illustrations that need to be scaled without loss of quality.
  2. Explain the concept of Z-buffering.

    • Answer: Z-buffering is a depth-buffering algorithm used to solve the hidden-surface problem in 3D computer graphics. It uses a buffer (Z-buffer) of the same size as the screen to store the depth value (distance from the viewer) for each pixel. When rendering a polygon, if its depth value is less than the value already in the Z-buffer for that pixel, the polygon's color is written to the framebuffer and the Z-buffer is updated. Otherwise, the existing pixel color is retained.
  3. Describe different shading models (e.g., Phong, Gouraud).

    • Answer: Gouraud shading interpolates colors across a polygon by calculating the color at each vertex using a lighting model and then interpolating linearly across the polygon. Phong shading interpolates the surface normal across the polygon and then calculates the color at each pixel using a lighting model. Phong shading generally produces smoother highlights and more realistic results than Gouraud shading, but is computationally more expensive.
  4. What are Bezier curves and how are they used in computer graphics?

    • Answer: Bézier curves are parametric curves defined by a set of control points. They are widely used in computer graphics for creating smooth, curved lines and surfaces. Their properties make them particularly useful for font design, modeling shapes, and animation path creation. Different degrees of Bézier curves exist (quadratic, cubic, etc.), influencing the curve's flexibility.
  5. Explain the concept of texture mapping.

    • Answer: Texture mapping is a technique for adding detail and realism to 3D surfaces by applying a 2D image (texture) onto a 3D model. This involves mapping the texture coordinates from the 2D image to the 3D surface. Different mapping techniques exist, like planar mapping, cylindrical mapping, and spherical mapping, each with its strengths and limitations.
  6. What is ray tracing? Explain its advantages and disadvantages.

    • Answer: Ray tracing is a rendering technique that simulates the path of light rays from the viewer's eye to the scene. It accurately simulates reflections and refractions, leading to photorealistic images. However, it is computationally expensive, making it slower than other rendering techniques like rasterization. Advantages include realistic lighting and reflections; disadvantages include high computational cost and difficulty in handling complex scenes.
  7. Explain different types of transformations used in computer graphics (translation, rotation, scaling).

    • Answer: Translation shifts an object's position without changing its orientation or size. Rotation rotates an object around a specified axis. Scaling changes the size of an object by enlarging or shrinking it along one or more axes. These transformations are usually represented by matrices and applied sequentially to create complex transformations.
  8. What are different color models (RGB, CMYK, HSV)?

    • Answer: RGB (Red, Green, Blue) is an additive color model used for displays. CMYK (Cyan, Magenta, Yellow, Key/Black) is a subtractive color model used for printing. HSV (Hue, Saturation, Value) is a perceptual color model that is more intuitive for users to understand and manipulate.
  9. What is the difference between a vertex shader and a fragment shader?

    • Answer: In OpenGL and other modern graphics APIs, a vertex shader processes each vertex of a 3D model, performing transformations and other calculations. A fragment shader processes each pixel (fragment) of a polygon after rasterization, calculating the final color and other properties of the pixel.

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