# set-2

#### 51. BSP Stands for \_\_\_\_\_\_.

1. Bit Space-Partitioning.
2. Bit Space-positioning.
3. Binary Space-Partitioning.
4. Binary Space-Positioning.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Binary Space-Partitioning.

**Explanation:**

* **BSP** stands for **Binary Space-Partitioning**, a method used in computer graphics to recursively divide a space into two subspaces.
* It is commonly used for rendering 3D scenes efficiently by organizing objects in a hierarchical structure.

</details>

#### 52. The simplest model for a light emitter is \_\_\_\_\_\_.

1. Light source.
2. Data source.
3. Open source.
4. Point source.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Point source.

**Explanation:**

* The **point source** is the simplest model for a light emitter, where light is assumed to originate from a single point in space.
* It is used in basic lighting calculations to simulate light radiating uniformly in all directions.

</details>

#### 53. \_\_\_\_\_\_ algorithm are broadly classified according to whether they deal with object definitions directly or with their projected images.

1. Line clipping.
2. Visible surface detection.
3. Simple DDA.
4. Midpoint algorithm.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Visible surface detection.

**Explanation:**

* **Visible surface detection algorithms** determine which surfaces of a 3D object are visible to the viewer.
* They are classified based on whether they process object definitions directly (object-space methods) or their projected images (image-space methods).

</details>

#### 54. \_\_\_\_\_\_ is applied in an object by pre-positioning along a straight line.

1. Translation.
2. Scaling
3. Rotation
4. Shearing

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Translation.

**Explanation:**

* **Translation** is a transformation that moves an object along a straight line by adding a fixed distance to its coordinates.
* It is used to reposition objects in a scene without altering their size or orientation.

</details>

#### 55. A \_\_\_\_\_\_ is a transformation that produces a mirror image of an object.

1. Reflection.
2. Translation
3. Shear
4. Rotation

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Reflection.

**Explanation:**

* **Reflection** is a transformation that produces a mirror image of an object across a specified axis or plane.
* It is commonly used to create symmetrical objects or simulate mirror effects.

</details>

#### 56. \_\_\_\_\_\_ generally refers to any time sequence of visual changes in a scene.

1. Computer animation.
2. Visualization.
3. Graphics
4. Frame work.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Computer animation.

**Explanation:**

* **Computer animation** refers to the creation of a sequence of visual changes over time to simulate motion or transformation.
* It is widely used in movies, video games, and simulations.

</details>

#### 57. A world coordinate area selected for display is called as \_\_\_\_\_\_.

1. Window.
2. Window-to-viewport.
3. Viewport
4. Viewing transformation.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Window.

**Explanation:**

* A **window** is a rectangular region in the world coordinate system that is selected for display.
* It defines the portion of the scene that will be mapped to the viewport on the screen.

</details>

#### 58. One of the oldest and most popular line clipping procedure is \_\_\_\_\_\_.

1. Liang-Barsky Line Clipping.
2. Nicholl-Lee-Nicholl Line Clipping.
3. Cohen-Sutherland Line Clipping.
4. Line Clipping using Nonrectangular Clip window.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Cohen-Sutherland Line Clipping.

**Explanation:**

* The **Cohen-Sutherland Line Clipping** algorithm is one of the oldest and most popular methods for clipping lines against a rectangular window.
* It uses region codes to efficiently determine which parts of a line lie inside or outside the clipping window.

</details>

#### 59. A commonly used image space approach to detect visible surface is\_\_\_\_\_\_.

1. Buffer depth method.
2. Polygon surface method.
3. Surface rendering method.
4. Depth buffer method.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Depth buffer method.

**Explanation:**

* The **depth buffer method** (or Z-buffer method) is an image-space approach for visible surface detection.
* It compares the depth (Z-value) of each pixel to determine which surfaces are visible.

</details>

#### 60. An illumination model is also called as\_\_\_\_\_\_.

1. Lighting model.
2. Shading model.
3. Surface model.
4. Rendering model.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Lighting model.

**Explanation:**

* An **illumination model** (or lighting model) describes how light interacts with surfaces to produce color and shading effects.
* It is used to simulate realistic lighting in computer graphics.

</details>

#### 61. The scattered light is called as\_\_\_\_\_\_.

1. Specular reflection.
2. Ambient light.
3. Source light.
4. Defuse reflection.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Defuse reflection.

**Explanation:**

* **Diffuse reflection** refers to the scattering of light in all directions when it strikes a rough surface.
* It is responsible for the even illumination of objects and is independent of the viewer's position.

</details>

#### 62. The area subdivision method takes advantage of area coherence in a scene by location of those view areas that represent the part of a\_\_\_\_\_\_.

1. Double surface.
2. Triple surface.
3. Single surface.
4. Area surface.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Single surface.

**Explanation:**

* The **area subdivision method** divides the viewing area into smaller regions and identifies those regions that represent a single surface.
* It leverages area coherence to simplify visible surface detection.

</details>

#### 63. Orthographic projection that displays more than one face of an object is called \_\_\_\_\_\_.

1. Axonometric orthographic projection
2. Orthographic axonometric projection
3. Projection axonometric orthographic.
4. Projection orthographic axonometric.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Axonometric orthographic projection.

**Explanation:**

* **Axonometric orthographic projection** is a type of orthographic projection that displays more than one face of an object.
* It is commonly used in technical drawings to provide a 3D view of an object.

</details>

#### 64. Spotlights are used to control the amount of light emitted within a cone with apex at \_\_\_\_\_\_ source position.

1. Line.
2. Object.
3. Point
4. Out

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Point.

**Explanation:**

* **Spotlights** emit light within a cone-shaped region, with the apex of the cone at the **point source position**.
* They are used to create focused lighting effects in scenes.

</details>

#### 65. An area on a display device to which a window is mapped is called as\_\_\_\_\_\_.

1. View map.
2. Path map.
3. View port.
4. Path graph.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. View port.

**Explanation:**

* A **viewport** is the area on a display device where the contents of a window are mapped and displayed.
* It defines the region of the screen where the image will appear.

</details>

#### 66. The scaling transformation alters the size of an\_\_\_\_\_\_.

1. Vector.
2. Edge
3. Side
4. Object.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Object.

**Explanation:**

* **Scaling** is a transformation that changes the size of an object by multiplying its coordinates by scaling factors.
* It can enlarge or reduce the object uniformly or non-uniformly.

</details>

#### 67. The set of unit vectors is called\_\_\_\_\_\_.

1. Vector basis.
2. Orthogonal basis.
3. Normal basis
4. Base vectors.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Base vectors.

**Explanation:**

* **Base vectors** are a set of unit vectors that define the coordinate axes in a vector space.
* They are used to represent directions and orientations in 2D or 3D space.

</details>

#### 68. A matrix with a single row or a single column represents a\_\_\_\_\_\_.

1. Vector.
2. Square
3. Row vector.
4. Column vector.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Vector.

**Explanation:**

* A matrix with a single row or column is called a **vector**.
* It represents a quantity with both magnitude and direction in space.

</details>

#### 69. The matrix with same number of rows and columns is called as\_\_\_\_\_\_.

1. Square matrix.
2. Column matrix.
3. Row matrix.
4. Row, column matrix.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Square matrix.

**Explanation:**

* A **square matrix** has the same number of rows and columns.
* It is commonly used in transformations, such as rotation and scaling.

</details>

#### 70. Vector V is called the\_\_\_\_\_\_.

1. World coordinate.
2. Fixed-size.
3. View up vector.
4. Direction

<details>

<summary>Show me the answer</summary>

**Answer:** 3. View up vector.

**Explanation:**

* The **view up vector** defines the upward direction in a 3D viewing system.
* It is used to orient the camera and determine the orientation of the scene.

</details>

#### 71. The region against which an object is to be clipped is called as\_\_\_\_\_\_.

1. World coordinate.
2. Clip window.
3. View port
4. Boundaries

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Clip window.

**Explanation:**

* The **clip window** is the region in the world coordinate system against which objects are clipped.
* It defines the visible area of the scene.

</details>

#### 72. The two-dimensional viewing transformation is simply referred to as the window-to-viewport transformation or the\_\_\_\_\_\_.

1. Viewing pipeline
2. Windowing transformation.
3. Transformation.
4. World coordinates:

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Windowing transformation.

**Explanation:**

* The **windowing transformation** maps the contents of a window in the world coordinate system to a viewport on the display device.
* It ensures proper scaling and positioning of the image.

</details>

#### 73. A standard method for fitting a function to a set of data points is called as \_\_\_\_\_\_ algorithm.

1. Fitting.
2. Straight-line
3. Least-squares
4. DDA

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Least-squares.

**Explanation:**

* The **least-squares algorithm** is a standard method for fitting a function to a set of data points by minimizing the sum of the squared differences between the observed and predicted values.

</details>

#### 74. The three color parameters in HLS color model are \_\_\_\_\_\_.

1. Hue, lightness and saturation.
2. Hue, light and saturation.
3. Height, lightness and saturation.
4. Hue, lightness and scaling.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Hue, lightness and saturation.

**Explanation:**

* The **HLS color model** represents colors using three parameters: **hue** (the color itself), **lightness** (brightness), and **saturation** (intensity).

</details>

#### 75. The depth-buffer method is also called as \_\_\_\_\_\_.

1. A-buffer.
2. C-buffer
3. Z-buffer
4. W-buffer.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Z-buffer.

**Explanation:**

* The **depth-buffer method** is also called the **Z-buffer** method, as it uses a buffer to store the depth (Z-value) of each pixel.

</details>

#### 76. CSG stands for

1. Constructed Solid Geometry.
2. Construct Solid Geometry.
3. Concatenate Solid Geometry.
4. Constructive Solid Geometry.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Constructive Solid Geometry.

**Explanation:**

* **CSG** stands for **Constructive Solid Geometry**, a technique used to create complex 3D models by combining simpler shapes using Boolean operations.

</details>

#### 77. The most straight forward method for defining a motion square is \_\_\_\_\_\_ specification.

1. Higher.
2. Complete
3. Indirect
4. Direct

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Direct.

**Explanation:**

* The **direct specification** method defines motion paths explicitly by specifying the coordinates of key points.
* It is the simplest and most straightforward approach.

</details>

#### 78. One of the most popular methods for finding roots of nonlinear equations is the \_\_\_\_\_\_ algorithm.

1. Raphson.
2. Newton
3. Root
4. Newton-raphson.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Newton-raphson.

**Explanation:**

* The **Newton-Raphson algorithm** is a widely used iterative method for finding roots of nonlinear equations.
* It converges quickly to the solution when an initial guess is close to the root.

</details>

#### 79. Curve-fitting techniques are often used to specify the animation paths between \_\_\_\_\_\_.

1. Two elements.
2. Two positions.
3. Key frames
4. Key elements.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Key frames.

**Explanation:**

* **Curve-fitting techniques** are used to define smooth animation paths between **key frames**, which represent important positions or states in the animation.

</details>

#### 80. \_\_\_\_\_\_ description is a typical task in an animation specification.

1. Vector.
2. Scene
3. Frame
4. Action

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Scene.

**Explanation:**

* **Scene description** involves defining the objects, lighting, and camera positions in an animation.
* It is a fundamental task in animation specification.

</details>

#### 81. \_\_\_\_\_\_ system allows object motion characteristics to be specified as part of the object definitions.

1. Parametric.
2. Specialized
3. Adjustable
4. Parameterized

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Parameterized.

**Explanation:**

* A **parameterized system** allows motion characteristics (e.g., speed, direction) to be defined as part of the object's properties.
* This simplifies the creation of dynamic animations.

</details>

#### 82. We can also animate object along 2D motion paths using the \_\_\_\_\_\_ transformations.

1. Table-color.
2. Coordinate origin.
3. Color-table
4. Fixed point

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Fixed point.

**Explanation:**

* **Fixed-point transformations** are used to animate objects along 2D motion paths by specifying a fixed reference point.
* This ensures smooth and consistent motion.

</details>

#### 83. Constant-intensity shading is also called as \_\_\_\_\_\_ shading.

1. Intensity.
2. Constant
3. Flat
4. Polygon

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Flat.

**Explanation:**

* **Constant-intensity shading** (or **flat shading**) assigns a single color to each polygon, resulting in a flat appearance.
* It is computationally efficient but lacks smooth gradients.

</details>

#### 84. A fast and simple method for rendering an object with polygon surfaces is called as \_\_\_\_\_\_ shading.

1. Intensity.
2. Constant
3. Constant-intensity.
4. Polygon

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Constant-intensity.

**Explanation:**

* **Constant-intensity shading** is a fast and simple rendering method for polygon surfaces.
* It is commonly used in real-time applications where performance is critical.

</details>

#### 85. Procedure for determining visibility of object edges are referred to as \_\_\_\_\_\_ visibility methods.

1. Surface.
2. Window
3. Wireframe
4. Background

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Wireframe.

**Explanation:**

* **Wireframe visibility methods** determine which edges of an object are visible in a wireframe representation.
* They are used to render 3D objects as a network of lines.

</details>

#### 86. A drawback of the depth-buffer method is that it can only find one visible surface at each \_\_\_\_\_\_ position.

1. Depth.
2. Visible
3. Display
4. Pixel

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Pixel.

**Explanation:**

* A limitation of the **depth-buffer method** is that it can only store one visible surface per pixel.
* This makes it unsuitable for rendering transparent or overlapping surfaces.

</details>

#### 87. The A-buffer has two fields, the depth field and \_\_\_\_\_\_ field.

1. Surface.
2. Accumulate
3. Intensity
4. Pixel

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Intensity.

**Explanation:**

* The **A-buffer** (anti-aliased buffer) stores both the **depth** and **intensity** of each pixel.
* It is used to improve image quality by reducing aliasing effects.

</details>

#### 88. The A-buffer has two fields, the \_\_\_\_\_\_ field and intensity field.

1. Surface.
2. Accumulate
3. Depth
4. Pixel

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Depth.

**Explanation:**

* The **A-buffer** stores the **depth** and **intensity** of each pixel to support anti-aliasing and transparency.

</details>

#### 89. The parallelepiped is mapped into the unit cube in a normalized view volume called the \_\_\_\_\_\_ system.

1. Normalized coordinate projection.
2. Normalized coordinate.
3. Coordinate projection.
4. Normalized projection coordinate.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Normalized projection coordinate.

**Explanation:**

* The **normalized projection coordinate system** maps a parallelepiped into a unit cube for simplified clipping and transformation operations.

</details>

#### 90. The emissive displays are devices that convert \_\_\_\_\_\_ energy to light

1. Electrical.
2. Magnetic
3. Mechanical
4. Wind

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Electrical.

**Explanation:**

* **Emissive displays** (e.g., OLED, plasma) convert **electrical energy** into light, producing bright and vibrant images.

</details>

#### 91. The emissive displays are devices that convert electrical energy to \_\_\_\_\_\_.

1. Light.
2. Magnetic
3. Mechanical
4. Wind

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Light.

**Explanation:**

* **Emissive displays** generate light directly from electrical energy, eliminating the need for a backlight.

</details>

#### 92. The non-emissive displays are devices that convert \_\_\_\_\_\_ to graphics pattern.

1. Sunlight.
2. Magnetic
3. Mechanical
4. Wind

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Sunlight.

**Explanation:**

* **Non-emissive displays** (e.g., LCDs) rely on external light sources, such as sunlight or backlighting, to produce images.

</details>

#### 93. The non-emissive displays are devices that convert sunlight or light from other sources to \_\_\_\_\_\_.

1. Graphics pattern.
2. Mechanical
3. Magnetic
4. Wind

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Graphics pattern.

**Explanation:**

* **Non-emissive displays** modulate external light to create **graphics patterns**, making them energy-efficient but dependent on ambient light.

</details>

#### 94. \_\_\_\_\_\_ is also called as gas-discharge displays.

1. LED.
2. Plasma panel
3. LCD
4. CRT

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Plasma panel.

**Explanation:**

* **Plasma panels** are also known as **gas-discharge displays** because they use ionized gas to produce light.

</details>

#### 95. RGB color system with 24 bits of storage is also called as \_\_\_\_\_\_ color system.

1. False.
2. Full
3. Half
4. Finite

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Full.

**Explanation:**

* The **RGB color system** with 24 bits (8 bits per channel) is called the **full-color system**, as it can represent millions of colors.

</details>

#### 96. A three dimensional reflection can be performed relative to a selected reflection axis or with respect to a selected \_\_\_\_\_\_.

1. Rotations.
2. Matrix form
3. Reflection plane
4. Edges

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Reflection plane.

**Explanation:**

* A **3D reflection** can be performed relative to a reflection axis or a **reflection plane**, which defines the mirroring surface.

</details>

#### 97. \_\_\_\_\_\_ modeling packages often provide a number of construction techniques.

1. Scale.
2. Solid
3. View
4. Coordinate

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Solid.

**Explanation:**

* **Solid modeling packages** provide various construction techniques, such as extrusion, sweeping, and Boolean operations, to create 3D models.

</details>

#### 98. \_\_\_\_\_\_ representations are useful for constructing 3D objects that possess translational, rotations or other symmetries.

1. Buffer.
2. Periodic
3. Sweep
4. Spline

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Sweep.

**Explanation:**

* **Sweep representations** are used to create 3D objects by moving a 2D shape along a path, making them ideal for objects with translational or rotational symmetry.

</details>

#### 99. The primary output device in a graphics system is \_\_\_\_\_\_.

1. Joy stick.
2. Light pen
3. Key board.
4. Monitor

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Monitor.

**Explanation:**

* The **monitor** is the primary output device in a graphics system, displaying the rendered images and visual content.

</details>

#### 100. The operation of most video monitors is based on the standard \_\_\_\_\_\_.

1. Cathode ray device.
2. Cathode ray tube.
3. Cathode device
4. Cathode rode.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Cathode ray tube.

**Explanation:**

* Most traditional video monitors operate using a **cathode ray tube (CRT)**, which uses an electron beam to illuminate phosphors on the screen.

</details>

#### 100. The operation of most video monitors is based on the standard \_\_\_\_\_\_.

1. Cathode ray device.
2. Cathode ray tube.
3. Cathode device
4. Cathode rode.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Cathode ray tube.

**Explanation:**

* Most traditional video monitors operate using a **cathode ray tube (CRT)**.
* CRTs use an electron beam to illuminate phosphors on the screen, creating images.
* This technology was widely used in older televisions and computer monitors.

</details>
