EXAM Flashcards

1
Q

Which of the following are 3D geometric transformations?
Select one or more:

a. Translation

b. Rotation

c. Scale

d. Audio Manager

A

Translation
Rotation
Scale

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2
Q

Given the 3D vectors v1(15, 0, 0) and v2(10, 0, 0), their relative angle is equal to:
Select one:

a. 90 degrees

b. 0 degrees

c. 45 degrees

d. 30 degrees

A

b. 0 degrees

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3
Q

A 2D vector can represent the below:
Select one or more:

a. A 3D point

b. A 2D point position

c. a set of 2 similar type values

d. a direction vector in 2D space

A

b. A 2D point position
c. a set of 2 similar type values
d. a direction vector in 2D space

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4
Q

A normalized direction vector…
Select one:

a. … is perpendicular to the original direction vector

b. … has the same direction as the original direction vector

c. … is the opposite of the direction vector

d. … has double the magnitude

A

b. … has the same direction as the original direction vector

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5
Q

Put in sequence the operations of the Graphics pipeline

Per Vertex Operations

Primitive Assembly

Rasterization

Per Fragment Operations

A

Per Vertex Operations

Primitive Assembly

Rasterization

Per Fragment Operations

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6
Q

Given the 3D points A(-1, 0, 4) and B(-2, 7, 3), the vector AB is described by:
Select one:

a. (-1, 7, 1)

b. (-1, 7, -1)

c. (-3, -7, 1)

d. (-3, -7, -1)

A

b. (-1, 7, -1)

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7
Q

Having multiple layers for the same animator allows us…
Select one:

a. animate different parts of a body with different layers

b. add textures to each layer

c. establish ways to override functions in scripts

d. all of the above

A

a. animate different parts of a body with different layers

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8
Q

Which of the following is/are not part of the traditional graphics pipeline?
Select one or more:

a. Rasterisation

b. Per-Vertex operations

c. Per-Fragment operations

d. None, all of the above belong to the graphics pipeline

A

d. None, all of the above belong to the graphics pipeline

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9
Q

Choose one option to fill the gap in the below statement
Gameobjects that use _______________ collision will do checks against all objects except the rigidbody gameobjects that use discrete collision detection.
Select one:

a. Continuous Dynamic

b. Continuous Static

c. Discrete

d. Continuous Speculative

A

Correct answer: a. Continuous Dynamic

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10
Q

In Unity, Multistate Animators are…
Select one:

a. Humans capable to animate at all times

b. Empty Animators

c. Animators incapable to exhibit a single state

d. none of the above

A

Correct answer: d. none of the above

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11
Q

Which of the following is true about cameras in 3D?
Select one:

a. Orthographic projections remove the element of depth from the camera view

b. A first-person camera can only use orthographic projection

c. Objects that fall inside the view frustum of the camera are not rendered

d. All the above are true

A

Correct answer: a. Orthographic projections remove the element of depth from the camera view

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12
Q

Tessellation is normally done using:
Select one:

a. Triangles

b. Octagons

c. Squares

d. Vectors

A

a. Triangles

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13
Q

In Per-Vertex Operations, each 2D point on the screen is projected in a 3D space using collider calculations
Select one:

True

False

A

false

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14
Q

Which of the following is equal to the magnitude of vector A(3, 4, 0):
Select one:

a. 4

b. Square root of 4

c. 5

d. None of the above

A

c. 5

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15
Q

Which of the following best approximates a unit vector?
Select one:

a. (-1, 0.3, 0.13)

b. (-1, 0.4, 0.13)

c. (-1, 0.5, 0.13)

d. (0.5, 0.51, 0.7)

A

d. (0.5, 0.51, 0.7)

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16
Q

In which of the below processes do vertices get converted into primitives? (Primitives are simple points, lines, and triangles)
Select one:

a. Per-Vertex operations

b. Per-Fragment Operations

c. Primitive Assembly

d. Collision Response

A

c. Primitive Assembly

17
Q

A Box Collider that is set as a trigger cannot…
Select one:

a. Detect other colliders that are not set as triggers

b. Detect Sphere Colliders

c. Push or get pushed by other colliders

d. Be detected by other collider components

A

Correct answer: c. Push or get pushed by other colliders

18
Q

Which of the following is not true?
Select one:

a. Continuous collision detection is computationally less expensive than discrete collision detection

b. Collision detection can be used in physics calculations

c. Collision detection can be used for simulating visibility tasks

d. None, all the above are true

A

a. Continuous collision detection is computationally less expensive than discrete collision detection

19
Q

In Computer Graphics, a hierarchical structure that holds all the geometry models of a scene organized in nodes (parent-child) that inherit transformation is called:
Select one:

a. Inspector

b. Scene Graph

c. Inspector Graph

d. Directed Graph

A

b. Scene Graph

20
Q

Local Coordinates define the transformation of an object relative to its parent
Select one:

True

False

21
Q

Which of the following is not true about a kinematic Rigidbody?
Select one:

a. It cannot be “pushed” by other rigidbodies

b. It is affected by gravity

c. Other rigidbodies may still be physically affected by it.

d. None of the above

A

b. It is affected by gravity

22
Q

Which of the following statements is not true about culling:
Select one:

a. Frustum Culling is when objects outside the camera’s field of view are removed from the rendering process.

b. Occlusion Culling is when objects completely obscured by other objects in front of them are removed from the rendering process.

c. None of the other options.

d. We can use a Culling Mask to instruct the camera to only render objects with specific tags, and cull the rest

A

c. None of the other options.

23
Q

Which of the following is true for Raycasting:
Select one:

a. A casted ray returns null if it does not hit any game object.

b. Raycasts are visible (drawn) in-game by default.

c. Raycasts are less reliable than detecting collision between two colliders.

d. Raycasts may only be used to simulate a character’s vision.

A

a. A casted ray returns null if it does not hit any game object.

24
Q

Given the 3D vectors v1(2, 0, -2) and v2(-3, 42, -3), their dot product is equal to:
Select one:

a. -1

b. 21

c. 0

d. 12

25
Put in sequence the local transformations applied to any object (hint: transformations are relative to the center of the world) Scaling Rotation Translation (positioning)
Correct sequence: Scaling → Rotation → Translation (positioning)