Computer Graphics MCQs with Answers
Practice important Computer Graphics MCQs with answers and explanations.
Multiple Choice Questions
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
View Answer
A
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
View Answer
B
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
View Answer
A
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
View Answer
A
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
View Answer
A
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
View Answer
B
Q677: The projection matrix in perspective projection converts the viewing frustum into a _______.
- A: Cone
- B: Cylinder
- C: Cuboid
- D: Sphere
View Answer
C
Q678: What shape is the viewing frustum visualized as in a perspective projection?
- A: Cube
- B: Pyramid
- C: Rectangular box
- D: Sphere
View Answer
B
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
View Answer
A
Q680: What does the field of view (fov) define in perspective projection?
- A: Horizontal scale
- B: Depth range
- C: Viewing angles
- D: Aspect ratio
View Answer
C