1.
Explain the concept of raster scan display system and its
architecture.
A. It is based on parallel projection
B. It draws images by scanning each line of pixels sequentially
C. It uses vector graphics for rendering
D. It is used for 3D modeling
Solution: A raster scan display system creates images by drawing lines of
pixels sequentially, much like how a television works.
Answer: B
2. What is the significance of homogeneous coordinates in computer
graphics?
A. They simplify color rendering
B. They allow for efficient transformation operations
C. They improve rasterization speed
D. They enhance shadow rendering
Solution: Homogeneous coordinates allow all affine transformations
(translation, rotation, scaling, shear, and perspective projection) to be
represented as matrix multiplications, making transformations more efficient.
Answer: B
3. Explain the concept of Phong shading in computer graphics.
A. It improves shadow rendering
B. It enhances texture mapping
C. It optimizes polygon rendering
D. It simulates the reflection of light on surfaces
Solution: Phong shading is an interpolation method for surface shading which
calculates the color of each pixel based on the interpolated normal vector
and a light source, simulating realistic light reflection.
Answer: D
4. Explain the concept of parallel projection in computer graphics.
A. It distorts object shapes
B. It is used for 3D modeling
C. It converges lines to a vanishing point
D. It maintains parallel lines after projection
Solution: Parallel projection maintains parallel lines and does not have a
vanishing point, meaning objects do not appear to get smaller as they move
further away.
Answer: D
5. What is the role of the viewing transformation in computer
graphics?
A. To map the 3D scene onto a 2D viewport
B. To enhance texture mapping
C. To create 3D models
D. To optimize rendering speed
Solution: The viewing transformation defines the position and orientation of
the camera (viewer) and transforms the scene from world coordinates to
view coordinates, preparing it for projection onto the 2D viewport.
Answer: A
6. Explain the concept of diffuse reflection in computer graphics.
A. It scatters light in all directions by a rough surface
B. It is used for shadow rendering
C. It focuses light on a specific point
D. It creates sharp reflections
Solution: Diffuse reflection occurs when light strikes a rough surface and
scatters in many directions, making the surface appear equally bright from
all viewing angles.
Answer: A
7. Explain the concept of Bezier curves in computer graphics.
A. They are limited to straight lines
B. They represent smooth curves defined by control points
C. They are used for rasterization
Solution: Bezier curves are parametric curves used to generate smooth
curves and surfaces, defined by a set of control points that influence the
shape of the curve without necessarily lying on it.
Answer: B
8. Values between these for the shininess coefficient correspond to
metals
A. 500 and 600
B. 0 and 5
C. 300 and 400
D. 100 and 200
Solution: The shininess coefficient in lighting models (like Phong) affects the
size and intensity of the specular highlight. Higher values correspond to more
metallic or shiny surfaces. While there's no strict rule, values in the range of
100-200 or higher generally represent metals better than lower values.
Answer: D (Based on common ranges for shininess in lighting models).
9. This type of coordinates is used to identify points in an image to
be mapped
A. Parametric Coordinates
B. Texture Coordinates
C. World Coordinates
D. Window Coordinates
Solution: Texture coordinates (often denoted as U, V) are used to map a 2D
image (texture) onto a 3D surface.
Answer: B
10. When specifying the position of a light source, if we set the w
component to be 1.0, we are specifying a __________ for the light
source, and if we set the w component to be 0.0, we are specifying a
__________ with the given direction v1ector.
A. ambient, diffuse, specular, shininess
B. ambient, diffuse, specular, shininess
C. diffuse, ambient, specular, light position
D. finite location; parallel source
Solution: In homogeneous coordinates, a w component of 1.0 indicates a
point (a finite location), and a w component of 0.0 indicates a direction
vector (a light at infinity, or a parallel light source).
Answer: D
11. In which of the following projection, the object size differs when
look from different distances?
A. Parallel Projection
B. Combination light source
C. Perspective projection
D. Cabinet Projection
Solution: In perspective projection, objects appear smaller as their distance
from the viewer increases, mimicking how we perceive objects in the real
world.
Answer: C
12. What is the distance of centre of projection from the projection
plane in perspective projection?
A. There is an infinite distance
B. There is a finite distance
C. Point of projection lies on the projection plane itself
D. Distance between centre of projection and projection plane cannot
be told
Solution: In perspective projection, the center of projection (eye point) is at a
finite distance from the projection plane.
Answer: B
13. Perspective projection can be divided into how many categories?
A. 3
B. 4
C. 5
D. 6
Solution: Perspective projections are typically categorized by the number of
principal vanishing points: one-point, two-point, and three-point perspective.
So, 3 categories.
Answer: A
14. In perspective projection, what happens to the size of the image
when the object moves far from the projection plane?2
A. There is no change in size of image 3
B. Size of image gets bigger4
C. Size of image gets smaller5
D. There is no image in perspective projection 6
Solution: As an object moves further away from the projection plane in
perspective projection, its projected size on the image plane gets smaller.
Answer: C
15. In perspective projection, which of the following is the point
where all lines will appear to meet?
A. Projectors
B. Projection Plane
C. Point of projection
D. Vanishing Point
Solution: In perspective projection, parallel lines in 3D space appear to
converge at a single point on the projection plane, known as the vanishing
point.
Answer: D
16. What is the primary purpose of the ray tracing algorithm in
computer graphics?
A. Rendering 2D images
B. Simulating light behavior
C. Creating animations
D. Modeling physical objects
Solution: Ray tracing is a rendering technique that simulates the path of light
as pixels in an image plane, and traces the light rays back into the scene to
simulate effects like reflection, refraction, and shadows. Its primary purpose
is to simulate light behavior for realistic rendering.
Answer: B
17. In ray tracing, what does a ray represent?
A. A pixel on the screen
B. A path of light
C. A 3D model
D. A color value
Solution: In ray tracing, a "ray" represents a path of light from the viewer's
eye through a pixel on the screen and into the scene.
Answer: B
18. What type of surfaces can ray tracing effectively render?
A. Transparent and reflective surfaces
B. Only opaque surfaces
C. Textured surfaces
D. Flat surfaces only
Solution: Ray tracing excels at rendering effects involving light interaction
with surfaces, such as reflections (specular surfaces) and refractions
(transparent surfaces).
Answer: A
19. Which of the following is a common challenge in ray tracing?
A. Processing speed
B. Color accuracy
C. Texture mapping
D. Scene complexity
Solution: Ray tracing, while producing highly realistic images, is
computationally very intensive, especially for complex scenes. This makes
processing speed a significant challenge.
Answer: A
20. Ray tracing can be used to produce which of the following visual
effects?
A. Shadows
B. Reflections
C. Refractions
D. All of the above
Solution: Ray tracing is capable of simulating shadows, reflections, and
refractions by tracing the path of light rays.
Answer: D
21. What is the primary advantage of using ray tracing over
rasterization?
A. Faster rendering times
B. Reduced computational requirements
C. Enhanced realism in lighting and reflections
D. Simpler algorithmic structure
Solution: The main advantage of ray tracing is its ability to produce highly
realistic images with accurate global illumination effects, including realistic
lighting, reflections, and refractions, which are often more challenging or
approximate in rasterization.
Answer: C
22. When we see any object we see _______ light from that object.
A. Incident
B. Reflected
C. A and B both
D. None of these
Solution: When we see an object, we are seeing the light that is reflected off
its surface (or emitted by it, in the case of a light source).
Answer: B
23. An object is illuminated when:
A. Directly exposed to a light source
B. Light is completely absent
C. Not directly exposed to light may also visible if a nearby object is
illuminated
D. A and C both
Solution: An object is illuminated if it's directly exposed to a light source, or if
light reflects off other illuminated objects and then onto it (indirect
illumination).
Answer: D
24. Sun on the earth can be considered as:
A. Point light source
B. Distributed light source
C. Line light source
D. Symmetric light source
Solution: For most computer graphics applications, especially at the scale of
Earth, the sun is approximated as a directional light source, which is a type
of parallel light source, or sometimes as a very distant point light source. A
"distributed light source" or "area light source" would be a more accurate
physical representation but is more computationally expensive. Given the
options, a point light source (if assumed to be very far away) or a directional
light source (often modeled as a distant point light with a specific direction)
is the closest. However, a "distributed light source" implies a source with
area, which the sun certainly has, and this would produce softer shadows
and more realistic illumination. If we consider its immense size and distance,
"distributed" is also valid in a more advanced rendering context, but "point
light source" is a common approximation. Let's re-evaluate. While the sun is
a distributed light source in reality, in basic CG, it's often simplified to a
directional/point light. However, if the question implies a more physically
accurate model for rendering, then "distributed light source" is better than a
strict point light. Given the context of the other questions, it seems to lean
towards more realistic concepts.
Let's stick with the common computer graphics model. The Sun is often
approximated as a directional light source due to its far distance, meaning all
rays from it are parallel. A directional light source can be thought of as a
point light source at infinite distance. Among the given options, A (Point light
source) is the most common simplification for the sun in basic rendering,
assuming it's far away enough to have parallel rays. However, if considering
its actual nature, it's a distributed/area light source. If we consider the
options, and how the sun is modeled for efficiency, a directional light or a
distant point light is typical. Let's reconsider 24.
A "point light source" usually implies an inverse-square falloff, which isn't
entirely accurate for the sun's distant parallel rays. A "distributed light
source" (also known as an area light source) is more accurate as it accounts
for the sun's physical size, leading to soft shadows, but is computationally
expensive.
Given the options, if we must choose one that best represents the nature of
the sun for accurate lighting, "Distributed light source" is more physically
correct than a point light if higher fidelity is desired, as it has a finite size.
However, in many basic rendering scenarios, it's treated as a directional
light, which stems from a point light at infinity. Without more context, let's
consider the most encompassing option for a real-world sun. The sun is not a
single "point" but an object with a large surface area. So "Distributed light
source" would be the most accurate physical description.
Answer: B
25. A simple way to model the combination of light reflection from
various surfaces to produce a uniform illumination is called:
A. Ambient light
B. Reflected light
C. Background light
D. A and C both
Solution: Ambient light is a simple approximation of indirect illumination,
representing light that has been reflected multiple times by various surfaces,
providing a uniform background illumination to all objects in a scene.
Answer: A
✅ Image 1
6. Which of the following is a Computer Graphics type?
A. Raster and Vector
B. Raster and Scalar
C. Scalar only
D. All of the above
7. We translate a two-dimensional point by adding
A. Translation distances
B. Translation difference
C. X and Y
D. Only a
8. A ________ is a system which uses one or more numbers, or
coordinates, to uniquely determine the position of a point.
A. co-ordinate system
B. binary-system
C. vector-system
D. euclid geometry
9. Reflection about the line y = 0, the axis, is accomplished with the
transformation matrix with how many elements as '0'?
A. 8
B. 9
C. 4
D. 6
10. Which transformation distorts the shape of an object such that
the transformed shape appears as if the object were composed of
internal layers that had been caused to slide over each other?
A. Rotation
B. Scaling up
C. Scaling down
D. Shearing
✅ Image 2
1. ________________ and ______________ are two types of transformations.
A. quadratic, cubic
B. variable, affine
C. linear, quadratic
D. linear, quadratic
2. Which of the co-ordinate represents Z co-ordinate in (6,8,9)?
A. 6
B. 9
C. 8
D. 0
3. Which of the following properties are preserved in affine
transformation?
A. co-linearity
B. convexity
C. concavity
D. parallelism
4. Ratio of length along a line is preserved in affine transformations.
A. True
B. False
5. Which of the following are the features of Computer Graphics?
A. Creation and deletion of images by computer only
B. Deletion and manipulation of graphical images by computer
C. Creation and manipulation of graphics by computer
D. Creation of artificial images by computer only
✅ Image 3 (Vietnamese)
Câu 15: Khẳng định nào dưới đây về các mô hình tạo bóng là đúng
A. Tạo bóng Gouraud luôn có điểm sáng
B. Tạo bóng Phong giả định cùng một vector pháp tuyến được áp dụng cho
mọi điểm ảnh trên bề mặt
C. Khi áp dụng tạo bóng phẳng, mô hình ánh sáng chỉ được áp dụng
một lần cho mỗi đa giác, và mọi điểm ảnh trên đa giác đó nhận cùng
giá trị cường độ sáng(flat-shading)
D. Tạo bóng cố định (Constant) yêu cầu tính toán phức tạp hơn tạo bóng
Phong
Câu 16: Phương pháp dựa trên nguyên lý so sánh các đối tượng và
các phần của đối tượng với nhau để tìm ra thành phần ẩn và thành
phần hiển thị được gọi là
A. Chính xác theo bề mặt (Surface-space method)
B. Chính xác theo đối tượng (Object-space method)
C. Chính xác theo ảnh (Image-space method)
D. Cả B và C
✅ Image 4 (Vietnamese)
Câu 1. Thiết bị phổ biến dùng để vẽ, tô màu hoặc lựa chọn vị trí tọa
độ trên một đối tượng là
A. Bảng lựa chọn bằng tiếp xúc (Touch panels)
B. Máy quét ảnh (Image scanner)
C. Găng tay cảm nhận (Data glove)
D. Bộ số hóa (Digitizers)
Câu 2. Khi sử dụng mô hình phản chiếu Phong (Phong Reflectance
Model), việc tính các kênh màu được thực hiện như sau
A. các kênh đỏ, xanh lá, xanh dương được tính cùng nhau
B. các kênh đỏ, xanh lá được tính độc lập
C. các kênh đỏ, xanh lá, xanh dương được tính độc lập
D. các xanh lá, xanh dương được tính độc lập
Câu 3. Đối với các đường thẳng có hệ số góc m với |m|<1, khi áp
dụng thuật toán đơn giản để vẽ đường thẳng thì
A. Tăng x lên 1 đơn vị rồi tính y
B. Tăng y lên 1 đơn vị rồi tính x
C. Cả A và B
D. Không lựa chọn nào ở trên
Câu 4. Điền vào phần bỏ trống _____ là một dải linh hoạt (flexible
strip) được sử dụng để tạo ra đường cong mượt sử dụng một tập các
điểm.
A. Không lựa chọn nào
B. Phương pháp dòng quét (Scan-line method)
C. Phương pháp sắp xếp độ sâu (Depth-sorting method)
D. Đường spline (Spline)