Unit 4 part 1 Flashcards
In 3D graphics, virtual objects are typically represented as:
A. Solid cubes
B. Wireframes
C. Hollow surfaces made of polygons
D. Photorealistic textures only
✅ Answer: C
What is a scene graph used for in 3D graphics?
A. A tool for writing code
B. A texture mapping method
C. A hierarchical structure to organize and transform objects
D. A camera simulation model
✅ Answer: C
What is the difference between local and global coordinates?
A. Local uses metric units; global uses inches
B. Local is relative to parent; global is relative to the entire scene
C. Global coordinates never change
D. Local coordinates are always (0, 0, 0)
✅ Answer: B
In transformation math, what is the correct order of applying transformations?
A. Rotation → Translation → Scaling
B. Translation → Scaling → Rotation
C. Scaling → Rotation → Translation
D. Any order works
✅ Answer: C
A vector in 3D space is commonly written as:
A. (x, y)
B. (x, y, z)
C. [a, b]
D. {x:y:z}
✅ Answer: B
Which of the following is a polyhedral object?
A. A single texture
B. A sphere with a wireframe
C. A group of polygons forming a 3D mesh
D. A solid cube with mass
✅ Answer: C
What are the 3 elements that make up a polygon face?
A. Lines, textures, and light
B. Vertices, normals, and faces
C. Vertex, edge, and face
D. Pixel, frame, and shader
✅ Answer: C
What does tessellation do in 3D graphics?
A. It applies textures to a mesh
B. It converts complex shapes into triangles
C. It increases rendering speed
D. It compresses textures
✅ Answer: B
Which polygon type is most commonly used for rendering in 3D engines?
A. Quads
B. Octagons
C. Triangles
D. Hexagons
✅ Answer: C
What is the purpose of the vertex data stage in the graphics pipeline?
A. To generate audio
B. To apply lighting
C. To describe geometry in 3D space
D. To optimize shaders
✅ Answer: C
What happens during per-vertex operations in the rendering pipeline?
A. Pixels are colored
B. Textures are loaded
C. Vertices are projected from 3D to 2D
D. Frame rate is calculated
✅ Answer: C
What is primitive assembly?
A. Drawing shadows
B. Organizing materials
C. Connecting vertices into triangles or lines
D. Uploading models to the server
✅ Answer: C
What does the rasterization stage of the pipeline do?
A. Converts primitives into pixels
B. Loads textures into memory
C. Simulates physics
D. Renders only the background
✅ Answer: A
In which stage are things like texturing, transparency, and face culling applied?
A. Vertex operations
B. Primitive assembly
C. Per-fragment operations
D. Rasterization
✅ Answer: C
What is the final destination for processed image data before being shown on screen?
A. Inspector
B. Vertex cache
C. FrameBuffer
D. Scene graph
✅ Answer: C