1. Question: What does the term "constraint" imply?

    A
    A graphics processing technique that simulates transparency or translucency for objects in a 3D scene to create visual effects like smoke, glass, or water.

    B
    The section of the graphics memory that stores the stencil data.

    C
    A rule or condition that must be followed regarding how the individual objects within an graphic can or cannot move, such as a wrist having to be attached to both a hand and an end of the lower arm.

    D
    Memory that is dedicated to the graphics processor and used to store rendered pixels before they are displayed on the monitor.

    Note: Not available
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  2. Question: What is meant by the term fog?

    A
    The mixing of an image with a fixed color that thickens as the image's pixels get further away from the viewpoint.

    B
    A special type of channel used in graphics software for saving selections.

    C
    a technique of blending bitmap-based images and text to reduce the stair-stepping or jagged appearance.

    D
    The relationship of an image's width to height or its proportions.

    Note: Not available
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  3. Question: What does the term "jaggies" imply?

    A
    Image that continues from one page of a publication across the gutter or spine to the facing page.

    B
    The stair-step effect seen along curves and edges in text or bit-mapped graphics.

    C
    In halftone screens, a measurement of resolution or detail.

    D
    A photographic proof made from assembled (stripped) negatives.

    Note: Not available
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  4. Question: The first procedure in the OpenGL pipeline is to transform a 3-D point that is defined in the object coordinate system into the world coordinate system. This step has three possible transformations: rotation, scaling, and translation. Which one of those below is typically the correct order for executing these three transformations?

    A
    First rotation, then translation, and then scaling.

    B
    First scaling, then rotation, and then translation.

    C
    First translation, then scaling, and then rotation.

    D
    First scaling, then translation, and then rotation.

    Note: Not available
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  5. Question: In computer animation, the entire frame is redrawn for each frame. What of the following would reduce flicker between frames?

    A
    Surface removal

    B
    Phong shading

    C
    Double buffering

    D
    Interpolation

    Note: Not available
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  6. Question: Bitmapped graphics are also known as:

    A
    Vector graphics

    B
    Raster graphics

    C
    Line work

    D
    Ray tracing

    Note: Not available
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  7. Question: Select from the following choices the one that most closely completes the Shannon sampling theorem: "The ideal samples of a continuous function contain all the information in the original function if and only if the continuous function is sampled at a frequency ________________ the highest frequency in the function."

    A
    Equal to

    B
    Greater than twice

    C
    Greater than one-half

    D
    Less than one-half

    Note: Not available
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  8. Question: In computer graphics, when a line or object is moved where one end or point stays fixed in position is termed as:

    A
    Perfect banding

    B
    Rubber banding

    C
    Print banding

    D
    Saddle banding

    Note: Not available
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  9. Question: Which of the following best describes the term "vertex-vertex polygon mesh?"

    A
    A process by which color information is interpolated across the face of the polygon to determine the colors at each pixel.

    B
    A method of using two buffers, one for display and the other for rendering.

    C
    The simplest mathematical representation of a mesh, but which is not widely used due to the lack of explicit face and edge information.

    D
    A method of increasing the quality of a texture map by applying different-resolution texture maps for different objects in the same image, depending on their size and depth.

    Note: Not available
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  10. Question: Which of the following polygon meshes is most commonly used in mesh modelling because its input data are more readily acceptable to modern hardware?

    A
    Vertex-vertex mesh

    B
    Winged-edge mesh

    C
    Vertex-face mesh

    D
    Quad-edge mesh

    Note: Not available
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