Multiple Choice Questions of Computer Graphics — Computer Graphics MCQ
1. Following is not the classification of computer graphics
o Geometry
o Animation
o Imagination
o Artificial intelligence
2. The region code of a point within the window is __________
o 0000
o 0001
o 1000
o 1111
3. Which is not the the text mode graphics function.
o Window()
o Putch()
o Clrscr()
o Rectangle()
4. Co-ordinate of viewport are know as ________
o World co-ordinate
o Polar co-ordinate
o Screen co-ordinate
o Cartesian co-ordinate
5. Which is not the graphics mode function for shapes.
o Lineto()
o Window()
o Circle()
o Ellipse()
6. Co-ordinates of window are known as ______
o World co-ordinate
o device co-ordinate
o Screen co-ordinate
o Cartesian co-ordinate
7. A bitmap is a collection of _____ that describes an image.
o Bits
o Colors
o Algorithm
o Pixels
8. Following is not the graphics mode function for colors
o Drawpoly()
o Setcolor()
o Setfillstyle()
o Fillpoly()
9. Following is not the flat panel display.
o Plasma panel
o LED
o LCD
o CRT
10. Following is not the computer graphics standard.
o CORE
o GSK
o PHIGS
o Line segment
11. How many methods of text clipping are there?
o 5
o 4
o 3
o 2
12. A polygon can be clipped using clipping operation
o True
o False
13. Following are the line drawing algorithm
1. DDA 2. Bresenham’s 3. Mid-Point
- Only 1
- Only 2
- 1 & 2
- 1, 2 & 3
14. Following are the circle genrationg algorithm
1. DDA 2. Bresenham’s 3. Mid-Point
- Only 1
- Only 2
- 1 & 2
- 1, 2 & 3
15. Following are the types of polygon.
1.Convex 2. Concave 3. Context
- Only 1
- Only 2
- 1 & 2
- 1, 2 & 3
- Clipping
- Windowing
- Normalization
- Transformation
- Square Bezier curve
- Cubic Bezier curve
- Hectare Bezier curve
- Rectangle Bezier curve
1. Odd even rule 2. Positive – negative rule 3. Non-zero winding number rule
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
1. One-point 2. Two-point 3. Three-point
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
1. Scan-line algorithm 2. Boundary fill algorithm 3. Flood fill algorithm
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
- Higher
- Lower
- Bad
- None of these
- Clipping
- Windowing
- Viewing
- Normalization
- A’ = (10,5) B’ = (15,5)
- A’ = (12,6) B’ = (17,6)
- A’ = (15,5) B’ = (15,5)
- A’ = (20,5) B’ = (20,5)
1. Stroke method 2. Starbust method 3. Bitmap method
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
- A(2.5,2.5) B(5,2.5) C(5,5)
- A(2.5,7.5) B(7.5,2.5) C(5,5)
- A(7.5,2.5) B(5,2.5) C(5,7.5)
- A(7.5,7.5) B(2.5,7.5) C(7.5,2.5)
- Viewport
- Clipping
- Window
- Transformation
- Bezier spline
- B Sp line
- Both a & b
- None of these
- Non-immerssive
- Fully-immerssive simulation
- Semi-immerssive
- Auto-immerssive
1. Translation 2. Scalling 3. Rotation
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
1. Polygon drawing primitives 2. Trapezoid primitives 3. Line & point
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
- Virtual reality engine
- Interactive
- Sensory feedback
- Database
- Viewport
- Window
- Clipping
- Windowing
1. Visible 2. Not visible 3. Clipping candidate
- Only 1
- Only 2
- 1 & 3
- 1, 2 & 3
- x = -y
- y = -x
- x = y
- x+y = 1
- In Sutherland-Hodgman algorithm for polygon clipping, assume P (present point) lies inside the window and S (previous point) lies outside the window. Then, while processing through that window boundary, we should
- store the intersection point of line PS (S’) only
- store the points P and S’
- store the point P only
- store the points S and S’
- A Bezier cubic curve with control points Po, Pi’ P2, P3 is defined by the equation
B32is
- (1-u)3
- u3
- 3u(1-u)2
- 3u2(1-u)
- Scalar And Raster
- Vector And Raster
- Vector And Scalar
- None Of These
- Compatible
- Incompatible
- Both A & B
- None Of These
- Two Or Three
- One Or Two
- Three Or Four
- None Of These
- Bad
- Better
- Smaller
- None Of Above