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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 21
Q701:
A triangle strip shares points with which other triangle?
A. The first triangle
B. The triangle immediately preceding it
C. The last triangle
D. All triangles in the strip
Correct Answer: B
Chapter: 21
Q702:
Which of the following representations of triangles is more bandwidth-efficient for sending to hardware?
A. Triangle list
B. Triangle fan
C. Triangle strip
D. None of the above
Correct Answer: C
Chapter: 21
Q703:
A plane is a 3D construct that can be used for operations like classification of points. What does the plane’s equation represent?
A. The area of the plane
B. The normal direction of the plane
C. A slice of 3D space
D. A polygon boundary
Correct Answer: C
Chapter: 21
Q704:
When constructing a plane from three points, which mathematical operation is used to find the normal?
A. Cross product
B. Dot product
C. Scalar multiplication
D. Vector addition
Correct Answer: A
Chapter: 21
Q705:
The variable 'd' in the implicit plane equation represents which of the following?
A. The normal of the plane
B. The distance from the plane to the origin
C. The angle between the points
D. The plane's area
Correct Answer: B
Chapter: 21
Q706:
Which code operation helps in constructing a plane from three points?
A. Cross product and dot product
B. Addition and subtraction
C. Scalar multiplication
D. Matrix inversion
Correct Answer: A
Chapter: 21
Q707:
To calculate the normal of a plane using three points, which two vectors are used in the cross product?
A. Point0 - Point1, Point1 - Point2
B. Point2 - Point1, Point0 - Point2
C. Point0 - Point2, Point2 - Point1
D. Point1 - Point2, Point0 - Point1
Correct Answer: B
Chapter: 21
Q708:
When classifying a point with respect to a plane, which condition means the point lies on the plane?
A. The result is zero
B. The result is greater than zero
C. The result is negative
D. The result is infinite
Correct Answer: A
Chapter: 21
Q709:
What is the term used when an element is partially in front and partially behind a plane?
A. Coplanar
B. Splitting the plane
C. Back-facing
D. Front-facing
Correct Answer: B
Chapter: 21
Q710:
Back-face culling optimizes 3D graphics by discarding triangles facing which direction?
A. Towards the camera
B. Away from the camera
C. Parallel to the camera
D. Perpendicular to the camera
Correct Answer: B
Chapter: 21
Q711:
What is the optimization achieved by back-face culling?
A. Drawing all triangles
B. Discarding triangles facing the wrong direction
C. Reducing vertex count
D. Increasing detail
Correct Answer: B
Chapter: 21
Q712:
The code to determine if a triangle is visible involves checking the relationship between the triangle and the:
A. Camera’s location
B. Triangle’s area
C. Plane’s normal
D. Triangle’s texture
Correct Answer: A
Chapter: 21
Q713:
What must be true for a triangle to be drawn in a back-face culling operation?
A. The camera must be in front of the plane
B. The normal vector must be inverted
C. The triangle must be coplanar
D. The camera must be behind the plane
Correct Answer: A
Chapter: 21
Q714:
A triangle fan consists of triangles that share:
A. A common vertex
B. A common edge
C. A common normal
D. A common face
Correct Answer: A
Chapter: 21
Q715:
When constructing a plane from three points, the cross product helps in finding:
A. The angle between the points
B. The normal vector
C. The area of the polygon
D. The orientation of the plane
Correct Answer: B
Chapter: 21
Q716:
In the equation for a plane, the 'd' component can be derived from which operation?
A. Dot product of the normal and any point on the plane
B. Cross product of the vectors
C. Scalar multiplication of the normal vector
D. Matrix multiplication
Correct Answer: A
Chapter: 21
Q717:
In back-face culling, which condition would prevent a triangle from being drawn?
A. If the camera is in front of the triangle
B. If the normal vector points away from the camera
C. If the triangle is fully visible
D. If the triangle is in the same plane as the camera
Correct Answer: B
Chapter: 22
Q718:
Triangle rasterization primarily involves the rendering of which shape?
A. Triangle
B. Circle
C. Square
D. Rectangle
Correct Answer: A
Chapter: 22
Q719:
Which algorithm is commonly used to find the x values of pixel spans during triangle rasterization?
A. DDA
B. Binary Search
C. QuickSort
D. MergeSort
Correct Answer: A
Chapter: 22
Q720:
The DDA algorithm in triangle rasterization is used to find the x coordinates for the edge of the triangle based on _______.
A. Scanlines
B. Vertex positions
C. Texture coordinates
D. Normal vectors
Correct Answer: A

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