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CIT371 TMA3

1 Procedural animation is generally hard to ---
*control
*change
*modify
*use

2 Pseudo-color frame buffer ----
*allows representation of images
*allows representation of color images
*does not allow representation of color images
*allows representation of different images

3 Quadratic polynomials have N =
*4
*3
*2
*1

4 Ray tracing is ---
*a rendering technique that is a simulation of geometric objects
*a rendering technique that is a simulation of geometric optics
*a rendering technique that is a simulation of optics
*a rendering technique that is a geometric optics

5 Rendering is
*the conversion of a scene into a pixel
*the conversion of an image into an scene
*the diversion of a scene into an image
*the conversion of a scene into an image

6 Spectroradiometer measures
*energy
*energy distribution
*the spectral distribution
*the spectral energy distribution

7 The additive colour model used for computer graphics is represented by
*RGB color cube
*RGB color
*RGB color code
*RGB color shade

8 The advantages of the tree-color buffer complements the disadvantages of the
*pseudo-scheme
*pseudo-buffer
*pseudo-system
*pseudo-way

9 The creation, storage and manipulation of models and images is
*computer graphics
*computer games
*computers generally
*computer applications

10 The key idea of Bresenham’s algorithm is ---
*to reduce drawing to the decision problem of choosing between N and NE for the next pixel
*to reduce line drawing to the decision problem of choosing N for the next pixel
*to increase line drawing to the decision problem of choosing between N and NE for the next pixel
*to reduce line drawing to the decision problem of choosing between N and NE for the next pixel

11 The layer of vertical grid wires used to address individual pixels is
*level crystal layer
*liquid crown layer
*liquid crystal level
*liquid crystal layer

12 The most fundamental graphics primitive you can draw other than a line is ---
*a point
*x-axis
*y-axis
*z-axis

13 To partition 2-D space, we use
*quad trees
*octrees
*bsp trees
*bvh trees

14 To prevent performing an operation exhaustively on all objects, we use
*BV
*BVH
*BHV
*HBV

15 Using --- is the best solution of maintaining consistent line intensity
*aliasing
*glueing
*anti-aliasing
*line adequacy

16 Vector addition is the ---
*sum the data at corresponding positions
*sum of the elements at the positions
*sum of the elements
*sum of the elements at corresponding positions

17 Viewing transform ---
*performs the same operation as mounting a camera
*performs the same operation as mounting a camera on a tripod to view a scene
*performs the same operation as mounting a camera on a tripod to view a person
*mounting a camera on a tripod to view a scene

18 We have --- essential strategies we do use to build BV trees
*2
*3
*4
*5

19 What are BSP trees?
*a decentralization of k-d trees
*a generalization of trees
*a naturalization of k-d trees
*a generalization of k-d trees

20 What are the three essential strategies to build BV trees?
*bottom-up top-down and insertion
*bottom-up top-down and division
*middle-up top-down and insertion
*bottom-up top-down and dissecting



CURRENT CIT371

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