Quiz of the Computer Graphics Flashcards

1
Q

In 3D Cohen-Sutherland, we have 6 regions which are defined by the single bit. In the 6-bit code, the 4th bit represent which plane of the view volume.

A

Above

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2
Q

glScalef(sx, sy, );

Fill in the missing entries

A

1

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3
Q

How many cycles does it theoretically take for a single OpenGL call?

A

1

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4
Q

Consider the following set of statements:
S1: A perspective projection produces realistic views,
S2: A parallel projection preserves realistic dimensions,
S3: A perspective projection preserves realistic dimensions,
S4: A parallel projection gives a realistic representation of 3D objects

A

S3 and S4

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5
Q

The endpoint of a line segment is present inside the boundary plane of view volume in 3D clipping if:

A

Ax+By+Cz+D < 0

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6
Q

.________is called to ensure that all data completely processed & send to display.

A

glflush()

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7
Q

The subcategories of orthographic projection are:

A

Axonometric, diametric, trimetric

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8
Q

Consider the following set of statements:
S1: Random scan monitors draw a picture one line at a time,
S2: The components line of a random scan picture must be refreshed in a particular order,
S3: Raster scan monitors draw a picture one line at a time,
S4: Random scan method is well suited for displaying shadowing and color areas.
Which of the above statement(s) is/are false?

A

S2, S3, and S4

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9
Q

In the mid-point ellipse drawing algorithm, for drawing an ellipse with horizontal and vertical radius as rx and ry, respectively, the initial value of the decision variable (Dinit) for the first region can be calculated using the equation:

A

Dinit = (ry^2) – ((rx^2)*ry) + ((rx^2)/4)

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10
Q

Which function is used to draw OpenGL primitives?

A

glVertex()

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11
Q

What is the need to clear a buffer?

A

to reset the buffer

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12
Q

glOrtho is used to _______

A

set the extents and behavior of coordinates

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13
Q

What is the correct order of operations of the OpenGL graphics pipeline?

A

model view transformation, projection transformation, divide by w, viewport transform

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14
Q

If the logical AND of the endpoint codes is NOT zero, the line can be trivially rejected

A

true

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15
Q

What does a pixel mask mean?

A

strings of 1’s and 0’s

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16
Q

In graphics, the number of vanishing points depends on

A

A vanishing point is a point on the image plane of a perspective drawing where the two-dimensional perspective projections (or drawings) of mutually parallel lines in three-dimensional space appear to converge

17
Q

about z-buffer algorithm

A

No limitation on the number of objects

18
Q

Which of the following graphic primitives are considered as the basic building blocks of computer graphics? (a)Points (b)Lines (c)Polylines (d)Polygons Codes :

A

Points and lines

19
Q

The term Phong associated with

A

Shading

20
Q

Give the number of principal vanishing point(s) along with their direction for the standard perspective transformation:

A

only in the K direction

21
Q

Which of the following statements is/are True regarding the solution to the visibility problem in 3D graphics ?
S1 : The Painter’s algorithm sorts polygons by depth and then paints (scan - converts) each Polygon on to the screen starting with the nearest polygon.
S2 : Backface Culling refers to eliminating geometry with back facing normals. Code

A

S2 only