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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 27
Q901:
A translation vector in 3D space involves which of the following?
A. Only X and Y components
B. X, Y, and Z components
C. X and Z components only
D. X, Y, Z, and Scaling
Correct Answer: B
Chapter: 27
Q902:
Which of the following is true about polygonal meshes?
A. They are less economical compared to individual polygons
B. They provide continuity across surfaces for shading calculations
C. They do not represent 3D shapes
D. They do not require vertices for representation
Correct Answer: B
Chapter: 27
Q903:
The 3D translation equation involves which of the following coordinates?
A. X only
B. Y only
C. X, Y, and Z
D. Z only
Correct Answer: C
Chapter: 27
Q904:
In which type of projection do the projection lines remain parallel to each other?
A. Perspective Projection
B. Parallel Projection
C. Oblique Projection
D. Dimetric Projection
Correct Answer: B
Chapter: 27
Q905:
What is used to rotate a 3D point around the Z-axis?
A. Rotation matrix
B. Scaling matrix
C. Translation matrix
D. Projection matrix
Correct Answer: A
Chapter: 28
Q906:
In perspective projection, objects closer to the point of view appear _______.
A. Smaller
B. Larger
C. The same size
D. Invisible
Correct Answer: B
Chapter: 28
Q907:
Which rule is used to describe the 3D coordinate system in the lecture?
A. Right hand rule
B. Left hand rule
C. No rule used
D. Diagonal rule
Correct Answer: B
Chapter: 28
Q908:
In the first approach of perspective projection, where is the screen located?
A. X-Y plane
B. Y-Z plane
C. X-Z plane
D. At the origin
Correct Answer: A
Chapter: 28
Q909:
In the second approach, the POV lies at the _______.
A. Top left
B. Origin
C. +Z coordinate
D. Behind screen
Correct Answer: B
Chapter: 28
Q910:
Which approach is more convenient for moving the POV in 3D world?
A. First approach
B. Second approach
C. Both are equal
D. Neither
Correct Answer: B
Chapter: 28
Q911:
In screen pixel addressing, which direction does +Y move?
A. Up
B. Left
C. Down
D. Center
Correct Answer: C
Chapter: 28
Q912:
Triangles are fundamental in 3D graphics similar to pixels in _______.
A. 3D graphics
B. 1D graphics
C. 2D graphics
D. 4D graphics
Correct Answer: C
Chapter: 28
Q913:
Hardware devices represent polygons as a _______.
A. Fan of rectangles
B. Fan of triangles
C. Group of circles
D. Series of points
Correct Answer: B
Chapter: 28
Q914:
Triangles are generally ordered _______ when viewed from outside.
A. Anti-clockwise
B. Clockwise
C. Randomly
D. Horizontally
Correct Answer: B
Chapter: 28
Q915:
Triangles facing away from the viewer are _______ in normal viewing.
A. Fully visible
B. Partially visible
C. Not visible
D. Highlighted
Correct Answer: C
Chapter: 28
Q916:
Which structure is used to define a triangle in code?
A. struct line
B. struct tri
C. struct polygon
D. struct fan
Correct Answer: B
Chapter: 28
Q917:
How many vertices are stored in the triangle struct?
A. 2
B. 3
C. 4
D. 5
Correct Answer: B
Chapter: 28
Q918:
What is the purpose of triangle strips and fans?
A. Increase CPU load
B. Reduce hardware bandwidth
C. Increase memory usage
D. Complicate rendering
Correct Answer: B
Chapter: 28
Q919:
In a triangle fan, all triangles share a _______.
A. Different point
B. Random point
C. Common point
D. Common edge
Correct Answer: C
Chapter: 28
Q920:
In a triangle strip, each triangle shares elements with _______.
A. All previous triangles
B. The immediately preceding triangle
C. Random triangle
D. No other triangle
Correct Answer: B

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