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1. Translation:-
It is the movement of an object from one position to another position.
Translation is done using translation vectors. There are three vectors in 3D
instead of two. These vectors are in x, y, and z directions. Translation in the x-
direction is represented using Tx. The translation is y-direction is represented
using Ty. The translation in the z- direction is represented using Tz.
If P is a point having co-ordinates in three directions (x, y, z) is translated,
then after translation its coordinates will be (x1 y1 z1) after translation. Tx Ty
Tz are translation vectors in x, y, and z directions respectively.
x1=x+ Tx y1=y+Ty z1=z+ Tz
Three-dimensional transformations are performed by transforming each vertex of the
object. If an object has five corners, then the translation will be accomplished by
translating all five points to new locations. Following figure 1 shows the
translation of point figure 2 shows the translation of the cube.


Matrix for translation

Matrix representation of point translation
Point shown in fig is (x, y, z). It become (x1,y1,z1) after translation. Tx Ty Tz
are translation vector.

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2)Scaling
You can change the size of an object using scaling transformation. In the scaling
process, you either expand or compress the dimensions of the object. Scaling can be
achieved by multiplying the original coordinates of the object with the scaling
factor to get the desired result. The following figure shows the effect of 3D
scaling −

In 3D scaling operation, three coordinates are used. Let us assume that the
original coordinates areX, Y, Z , scaling factors are (Sx, Sy,S2)respectively, and
the produced coordinates are x’y’z’. This can be mathematically represented as
shown below
[Sx 0 0. 0
S= 0 Sy 0. 0
0 0 Sz 0
0 0 0. 1]
P'= P.S
[x’y’z’1]=[x Y z 1 ]
Same as per s=
=[X.Sx Y.Sy Z.Sz 1]
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3)Rotation
3D rotation is not same as 2D rotation. In 3D rotation, we have to specify the
angle of rotation along with the axis of rotation. We can perform 3D rotation about
X, Y, and Z axes. They are represented in the matrix form as below −
The following figure explains the rotation about various axes −


d) Sharing :-
Shearing transformation is the same as we see in 2D space, but here we have to deal
with the x, y, and z axes whereas in 2D we deal with the only x and y
axes. Shearing is the process of slanting an object in 3D space either in x, y, or
in the z-direction. Shearing changes(or deformed) the shape of the object. AS we
are discussing 3D space so shearing can also be done in any of the three directions
as follows. Given below are the types of shearing transformation.
• Shearing in X-direction.
• Shearing in y-direction
• Shearing in z-direction
[1. 0. 0. 0
Sz=0. 1. 0 0
Sx. Sy 1. 0
0. 0. 0. 1]
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4)Reflection:-
Reflection is a kind of rotation where the angle of rotation is
180 degree.
-The reflected object is always formed on the other side of mirror.
-The size of reflected object is same as the size of original object.
Consider a point object O has to be reflected in a 3D plane.
Let-
• Initial coordinates of the object O = (Xold, Yold, Zold)
• New coordinates of the reflected object O after reflection
= (Xnew, Ynew,Znew)
In 3 dimensions, there are 3 possible types of reflection-

• Reflection relative to XY plane
• Reflection relative to YZ plane
• Reflection relative to XZ plane
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2. Define Projection? Explain Perspective and Parallel projection in detail.
Projection is a technique or process which is used to transform a 3D object into a
2D plane." In other words, we can define "projection as a mapping of points P (x,
y, z) on to its image P' (x,' y,'z') in the projection plane or view plane, which
create the display surface.”
Parallel Projection
Parallel Projection use to display picture in its true shape and size. When
projectors are perpendicular to view plane then is called orthographic projection.
The parallel projection is formed by extending parallel lines from each vertex on
the object until they intersect the plane of the screen. The point of intersection
is the projection of vertex.
Parallel projections are used by architects and engineers for creating working
drawing of the object, for complete representations require two or more views of an
object using different planes.
The HSV color wheel sometimes appears as a cone or cylinder, but always with these
three components:
Hue
Hue is the color portion of the model, expressed as a number from 0 to 360 degrees:
Saturation
Saturation describes the amount of gray in a particular color, from 0 to 100
percent. Reducing this component toward zero introduces more gray and produces a
faded effect. Sometimes, saturation appears as a range from 0 to 1, where 0 is
gray, and 1 is a primary color.

Here,
This bezier curve is defined by a set of control points b0, b1, b2 and b3.
• Points b0 and b3 are ends of the curve.
• Points b1 and b2 determine the shape of the curve.
• ————————————————————
9. Define Fractals and explain classification of fractals.
Fractals can also be classified according to their self-similarity. There are
three types of self-
similarity found in fractals:
Exact self-similarity - This is the strongest type of self-similarity; the fractal
appears
identical at different scales. Fractals defined by iterated function systems often
display
exact self-similarity. For example, the Sierpinski triangle and Koch snowflake
exhibit
exact self-similarity.
Quasi-self-similarity - This is a looser form of self-similarity; the fractal
appears
approximately (but not exactly) identical at different scales. Quasi-self-similar
fractals
contain small copies of the entire fractal in distorted and degenerate forms.
Fractals
defined by recurrence relations are usually quasi-self-similar. The Mandelbrot set
is
quasi-self-similar, as the satellites are approximations of the entire set, but not
exact
copies.
Statistical self-similarity - This is the weakest type of self-similarity; the
fractal has
numerical or statistical measures which are preserved across scales. Most
reasonable
definitions of "fractal" trivially imply some form of statistical self-similarity.
(Fractal
dimension itself is a numerical measure which is preserved across scales.) Random
fractals are examples of fractals which are statistically self-similar. The
coastline of
Britain is another example; one cannot expect to find microscopic Britains (even
distorted ones) by looking at a small section of the coast with a magnifying glass.
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15. Discuss the Properties of light.
Following are the properties of light:
• Reflection of light: Every light follows the law of reflection which
states that the angle of incidence is equal to the angle of reflection.
• Refraction of light: Refraction of light takes place when the light ray
changes its velocity it passes from one medium to another. Index of refraction is
used as a means to measure how much light refracts.
• Dispersion: Dispersion of light is defined as the process in which the
white light separates into different colours based on its wavelength when passed
through a glass prism.
• Diffraction: The effect of bending light around small obstacle corners
and hence its encroachment into the geometric shadow region is called diffraction.
• Polarization of light: Normal light vibrates in all directions
perpendicular to the propagation of light. If the light is constrained to vibrate
in only one particular plane, then the light is called polarized light.
• Interference of light: Interference is the phenomenon of modification
in the intensity of light due to the redistribution of light energy in the region
of superposition of two or more light waves.————————————————————
11. Explain Hilbert’s curves and Koch curve.
The Hilbert curve (also known as the Hilbert space-filling curve) is a
continuous fractal space-filling curve first described by the German mathematician
David Hilbert in 1891,[1] as a variant of the space-filling Peano curves discovered
by Giuseppe Peano in 1890.
Koch curve:-
The Koch snowflake (also known as the Koch curve, Koch star, or Koch island) is a
mathematical curve and one of the earliest fractal curves to have been described.
It is based on the Koch curve, which appeared in a 1904 paper titled “On a
continuous curve without tangents, constructible from elementary geometry” by the
Swedish mathematician Helge von Koch.
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14. Explain Lambert’s cosine Law:-
Lambert's cosine law says that the amount of light energy arriving at a surface
is proportional to the cosine of the angle between the light direction and the
surface normal . This law is typically used in radiometry and computer graphics,
and this notebook is to help build a geometric intuition behind the rule.