Computer Graphics MCQs with Answers
Practice important Computer Graphics MCQs with answers and explanations.
Chapter: 19
Q661:
In orthographic projection, the Z-coordinate is preserved for ________.
A. Rotation
B. Depth information
C. Color shading
D. Surface texture
Correct Answer:
B
Chapter: 19
Q662:
________ projections are used for working mechanical drawings.
A. Oblique
B. Perspective
C. Parallel
D. Cabinet
Correct Answer:
C
Chapter: 19
Q663:
In oblique projection, projectors make an angle called ________ with the view plane.
A. Theta
B. Phi
C. Alpha
D. Beta
Correct Answer:
C
Chapter: 19
Q664:
Axonometric projections include isometric, dimetric, and ________ projections.
A. Parallel
B. Perspective
C. Trimetric
D. Orthographic
Correct Answer:
C
Chapter: 19
Q665:
Parallel projection and perspective projection are types of ________.
A. Light projection
B. Graphic representation
C. Mapping
D. Projection methods
Correct Answer:
D
Chapter: 19
Q666:
Cavalier and Cabinet projections are examples of ________ projections.
A. Perspective
B. Parallel
C. Orthographic
D. Oblique
Correct Answer:
D
Chapter: 19
Q667:
In isometric projection, angles with axes are approximately ________.
A. 90°
B. 60°
C. 45°
D. 120°
Correct Answer:
B
Chapter: 19
Q668:
Cavalier projection has angle alpha equal to ________.
A. 90°
B. 60°
C. 45°
D. 30°
Correct Answer:
C
Chapter: 20
Q669:
What does a perspective projection help to simplify?
A. Depth calculations
B. 3D modeling
C. 2D transformation
D. Camera angles
Correct Answer:
C
Chapter: 20
Q670:
In perspective projection, the point of view (POV) is typically positioned on the _______ axis.
A. X
B. Y
C. Z
D. W
Correct Answer:
C
Chapter: 20
Q671:
What is the main characteristic of the second approach in perspective projection?
A. POV is at origin, screen is at +z
B. Screen is at origin, POV at -z
C. POV is at some arbitrary point
D. The camera is at the far end
Correct Answer:
A
Chapter: 20
Q672:
Which rule is used to describe the 3D coordinate system in this context?
A. Right-hand rule
B. Left-hand rule
C. Upward rule
D. Downward rule
Correct Answer:
B
Chapter: 20
Q673:
What is the scaling factor used to calculate the screen pixel from the 3D point?
A. Screen.z
B. Point.z
C. Point.x
D. Screen.x
Correct Answer:
A
Chapter: 20
Q674:
What does the final transformation do in the perspective projection process?
A. Converts 3D points to 2D points
B. Transforms coordinates to world space
C. Transforms from camera space to world space
D. Adjusts point of view
Correct Answer:
A
Chapter: 20
Q675:
In the calculation of perspective projection, which parameter is used to preserve the aspect ratio?
A. Fov
B. z-range
C. Viewpoint
D. Scaling factor
Correct Answer:
A
Chapter: 20
Q676:
In perspective projection, the z-buffering technique helps to _______.
A. Scale the points
B. Clip out unnecessary values
C. Increase point visibility
D. Transform 3D points
Correct Answer:
B
Chapter: 20
Q677:
The projection matrix in perspective projection converts the viewing frustum into a _______.
A. Cone
B. Cylinder
C. Cuboid
D. Sphere
Correct Answer:
C
Chapter: 20
Q678:
What shape is the viewing frustum visualized as in a perspective projection?
A. Cube
B. Pyramid
C. Rectangular box
D. Sphere
Correct Answer:
B
Chapter: 20
Q679:
The limits of the z-direction in perspective projection are between which values?
A. 0 and 1
B. -1 and 1
C. -1 and 0
D. 0 and 10
Correct Answer:
A
Chapter: 20
Q680:
What does the field of view (fov) define in perspective projection?
A. Horizontal scale
B. Depth range
C. Viewing angles
D. Aspect ratio
Correct Answer:
C