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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 27
Q861:
The Weiler-Atherton algorithm is used to handle _______ polygons.
A. Concave
B. Convex
C. Spherical
D. Circular
Correct Answer: A
Chapter: 27
Q862:
The main characteristic of a 1-D coordinate system is _______. It operates along a single axis
A. It operates along two axes
B. It operates along three axes
C. It defines points in 3D space
Correct Answer: A
Chapter: 27
Q863:
A 2-D coordinate system defines locations by using _______ coordinates.
A. X, Y
B. X, Z
C. Y, Z
D. X, Y, Z
Correct Answer: A
Chapter: 27
Q864:
In a 3-D coordinate system, points are defined by _______ coordinates.
A. X, Y
B. Z, W
C. X, Y, Z
D. W, X, Y
Correct Answer: A
Chapter: 27
Q865:
What defines the relationship in a right-handed Cartesian coordinate system?
A. X is positive to the right of the origin, Y is positive above the origin, Z is positive behind the origin
B. X is positive to the left of the origin, Y is positive above the origin, Z is positive ahead of the origin
C. X is positive above the origin, Y is negative to the right, Z is negative to the left
D. X is negative to the left, Y is positive below the origin, Z is negative ahead of the origin
Correct Answer: A
Chapter: 27
Q866:
In a left-handed Cartesian coordinate system, Z is positive _______ the origin.
A. Beyond
B. Behind
C. In front
D. of the origin
Correct Answer: A
Chapter: 27
Q867:
Which of the following is true for the Right Handed Rule?
A. The thumb points in the positive rotation direction
B. The index finger points in the negative rotation direction
C. The middle finger points in the negative rotation direction
D. The thumb points in the positive x direction
Correct Answer: A
Chapter: 27
Q868:
The primary difference between Y-up and Z-up coordinate systems is used in _______.
A. Animation and design
B. Programming and analysis
C. 2D graphics
D. Network management
Correct Answer: A
Chapter: 27
Q869:
Polar coordinates are _______ to control and manipulate in 3D graphics.
A. Easy
B. Difficult
C. Flexible
D. Advanced
Correct Answer: B
Chapter: 27
Q870:
The main use of multiple frames of reference in a 3-D scene is to _______.
A. Transform data among different coordinate systems
B. Define points in 2D space
C. Manage memory for graphics
D. Clean images
Correct Answer: A
Chapter: 27
Q871:
The Cartesian coordinate system in 3D requires three axes: X, Y, and _______.
A. Z
B. Zeta
C. Q
D. R
Correct Answer: B
Chapter: 27
Q872:
In a left-handed coordinate system, which of the following is true?
A. Z is positive beyond the origin
B. Y is positive beyond the origin
C. X is positive beyond the origin
D. Z is negative ahead of the origin
Correct Answer: A
Chapter: 27
Q873:
A concave polygon is a polygon that _______. Has multiple interior angles greater than 180 degrees
A. Has only 180-degree interior angles
B. Has no interior angles greater than 180 degrees
C. Has four straight edges
Correct Answer: A
Chapter: 27
Q874:
What is the key characteristic of a 2-D coordinate system?
A. It defines locations by X and Y coordinates
B. It defines locations by X and Z coordinates
C. It defines locations by Y and Z coordinates
D. It operates in 3D space
Correct Answer: A
Chapter: 27
Q875:
In a 3-D coordinate system, you can define cubes and cones along with _______. Points, segments, lines, rays, curves, polygons
A. Circles, arcs, lines, rays, curves
B. Points, polygons, lines, arcs
C. Shapes and curves
Correct Answer: A
Chapter: 27
Q876:
A coordinate system can have _______ origins, and coordinates can be transformed between them.
A. Multiple
B. Single
C. No
D. Two
Correct Answer: A
Chapter: 27
Q877:
A feature of the Weiler-Atherton algorithm is that it handles _______ polygons.
A. Concave
B. Convex
C. Simple
D. Irregular
Correct Answer: A
Chapter: 27
Q878:
A characteristic of 3-D coordinates is that they use _______ to define points.
A. X, Y, Z coordinates
B. X, Y coordinates
C. X, Z coordinates
D. Y, Z coordinates
Correct Answer: A
Chapter: 27
Q879:
A polygon can be clipped by the Sutherland-Hodgeman algorithm by applying it to each _______ of the polygon.
A. Edge
B. Vertex
C. Point
D. Area
Correct Answer: A
Chapter: 27
Q880:
What is the process of describing an object or scene to construct an image in 3D called?
A. Rendering
B. Modeling
C. Tessellation
D. Transformation
Correct Answer: B

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