Computer Graphics MCQs (Set-2)

Which line algorithm uses an integer decision variable to choose pixels?

A Painter’s algorithm
B Flood fill
C Ray casting
D Bresenham algorithm

For DDA line drawing, how many steps are used?

A |dx| × |dy|
B min(|dx|, |dy|)
C |dx| + |dy|
D max(|dx|, |dy|)

Which line-clipping method assigns region codes to endpoints?

A Phong coefficients
B Cohen–Sutherland outcodes
C Bresenham error codes
D Bézier weights

When can Cohen–Sutherland immediately accept a line?

A One endpoint is inside
B Both endpoints are outside
C Both outcodes are zero
D The slope is zero

Line endpoints sharing which bit guarantees immediate rejection?

A Common outside bit
B Equal endpoint depths
C Different endpoint colors
D Shared vertex index

How does polygon clipping proceed in Sutherland–Hodgman?

A One boundary at a time
B Color channel
C One texture at a time
D One vertex at a time

How are scan-line fill spans determined?

A Edge intersections
B Camera positions
C Texture colors
D Vertex normals

Line clipping keeps which part of a segment?

A Brightest portion
B Inside portion
C Longest portion
D Outside portion

Window-to-viewport mapping mainly combines which operations?

A Rotate and shade
B Scale and translate
C Clip and tessellate
D Sample and blend

Object coordinates enter world space through which transform?

A Texture transform
B Projection transform
C Object-to-world transform
D Raster transform

World coordinates map into camera space through which matrix?

A Object scale matrix
B Texture matrix
C Viewport matrix
D Inverse camera transform

Camera coordinates become clip coordinates at which stage?

A Projection matrix
B Normal matrix
C Texture matrix
D Model matrix

For column-vector 2D homogeneous translation, where are tx and ty stored?

A First row
B Last row
C Last column
D Main diagonal

Positive rotation in a standard Cartesian plane is which direction?

A Counterclockwise
B Toward the origin
C Downward
D Clockwise

Nonuniform scaling generally changes what?

A Camera focal length
B Relative proportions
C Pixel count only
D Object position only

Wireframe rendering emphasizes what?

A Filled surface colors
B Texture samples
C Polygon edges only
D Depth values

In flat shading, which normal typically represents a polygon?

A One normal per pixel
B One face normal
C One texture normal
D One camera normal

Gouraud shading interpolates what across a polygon?

A Face connectivity
B Texture dimensions
C Vertex intensities
D Camera positions

Phong shading interpolates what across a polygon?

A Vertex indices
B Clip outcodes
C Pixel depths
D Surface normals

Lambert diffuse brightness depends on which term?

A |N − L|
B N × L
C N + L
D max(N·L, 0)

For a Phong highlight, which directions should align?

A View and reflected ray
B Vertex/index alignment
C Near/far alignment
D Texture/viewport alignment

Alpha blending combines which colors?

A Texture and depth
B Foreground and background
C Near and far
D Vertex and normal

Nearest-neighbor filtering selects what at a texture sample?

A Longest edge
B Four texels
C Average mip levels
D Nearest texel

Bilinear texture filtering blends how many nearby texels?

A Eight mip levels
B One polygon face
C Four neighboring texels
D Two distant texels

Why are mipmaps useful during strong minification?

A Extra polygon edges
B Larger depth values
C Higher camera speed
D Prefiltered texture levels