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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 15
Q521:
In Weiler-Atherton, the path chosen depends on whether the vertices represent ______.
A. curved boundaries
B. outside-inside or inside-outside transition
C. pixel density
D. number of vertices
Correct Answer: B
Chapter: 15
Q522:
In Sutherland-Hodgeman, clipping against one window boundary is _______ of others.
A. dependent
B. independent
C. irrelevant
D. dependent on input
Correct Answer: B
Chapter: 15
Q523:
In pipeline clipping approach, which array stores the first point flipped against each boundary?
A. firstPoint
B. lastPoint
C. edgePoint
D. intersectionPoint
Correct Answer: A
Chapter: 16
Q524:
What does "3D" primarily refer to in computer graphics?
A. Width only
B. Height only
C. Width, Height, and Depth
D. Only width and height
Correct Answer: C
Chapter: 16
Q525:
What device provides separate views for each eye to simulate 3D perception?
A. LCD monitors
B. VR glasses
C. LED TV
D. Plasma screen
Correct Answer: B
Chapter: 16
Q526:
In a 2D coordinate system, locations are defined by ________.
A. x only
B. y only
C. x, y pairs
D. x, y, z triples
Correct Answer: C
Chapter: 16
Q527:
In a 3D coordinate system, how are locations defined?
A. x only
B. x, y pairs
C. x, y, z triples
D. x, z pairs
Correct Answer: C
Chapter: 16
Q528:
What is the starting point called in a coordinate system?
A. Axis
B. Origin
C. Vector
D. Plane
Correct Answer: B
Chapter: 16
Q529:
In a Cartesian coordinate system, the three axes are ________.
A. Parallel to each other
B. Randomly placed
C. Orthogonal
D. Curved
Correct Answer: C
Chapter: 16
Q530:
Which coordinate system measures objects with width and height, ignoring depth?
A. 1D
B. 2D
C. 3D
D. 4D
Correct Answer: B
Chapter: 16
Q531:
What defines a point in a 3D Cartesian system?
A. (x)
B. (x, y)
C. (x, y, z)
D. (x, z)
Correct Answer: C
Chapter: 16
Q532:
The "Right Hand Rule" is used to determine the ________.
A. Negative rotation
B. Positive rotation
C. No rotation
D. Axis length
Correct Answer: B
Chapter: 16
Q533:
In a right-handed coordinate system, Z is negative ________ the origin.
A. Beyond
B. Behind
C. Above
D. Below
Correct Answer: A
Chapter: 16
Q534:
In a left-handed system, Z is positive ________ the origin.
A. Behind
B. Beyond
C. Above
D. Below
Correct Answer: B
Chapter: 16
Q535:
Which profession typically uses Z-up orientation?
A. Animators
B. Designers
C. Engineers
D. Artists
Correct Answer: B
Chapter: 16
Q536:
Which profession typically uses Y-up orientation?
A. Engineers
B. Designers
C. Animators
D. Scientists
Correct Answer: C
Chapter: 16
Q537:
What can transform locations between coordinate systems?
A. Translation
B. Rotation only
C. Scaling only
D. Deletion
Correct Answer: A
Chapter: 16
Q538:
Multiple coordinate systems in a 3D scene are often ________ linked.
A. Randomly
B. Hierarchically
C. Separately
D. Temporarily
Correct Answer: B
Chapter: 16
Q539:
In the C structure POINT3D, which data types are used for coordinates?
A. int
B. double
C. float
D. char
Correct Answer: C
Chapter: 16
Q540:
typedef struct _POINT3D { float x; float y; float z; } POINT3D; defines a ________.
A. 2D point
B. 3D point
C. 4D point
D. Polygon
Correct Answer: B

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