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CG Unit 2 Quiz

Total questions: 55

Worksheet time: 16mins

Name
Class
Date
1.

Transformations can be applied on _______________.

a)

Objects

b)

Co-ordinates

c)

Both Objects and Co-ordinates

d)

None of the options

2.

I want to move an object from one point of the screen to another point. I should apply (a)   transformation.

3.

I want a rectangle to become a square shape. I can achieve it by using _______________ transformation.

a)

Scaling

b)

Mirror Reflection

c)

Rotation

d)

translation

4.

The point that remains fixed during a rotational transformation is ____________.

a)

Lower left corner of an object

b)

Origin of the Co-ordinate system

c)

All points of the object

d)

None of the above

5.

In mirror reflection transformation from Y-axis, the point co-ordinate that remains same is _____.

a)

x-value

b)

y-value

c)

nothing is fixed

d)

both are fixed

6.

I want to draw a pattern that has a vertical symmetry, I can use the concept of _________ to draw it in a easy way.

a)

Rotation transformation

b)

Translation transformation

c)

Mirror Reflection from X-axis

d)

Mirror Reflection from Y-axis

7.

If we translate a point (10,15) by 4 and 6 respectively, the resultant point will be _________.

a)

(10,15)

b)

(16,19)

c)

(14,19)

d)

(40,90)

8.

I have a rectangle defined by upper left corner (10,12) and lower right corner (20,18). If I apply a scaling of sx=3 and sy=2 on the rectangle, the new value of lower right corner will be ________.

a)

(23,20)

b)

(30,24)

c)

(60,54)

d)

(13,14)

9.

A ploygon in which the line segment joining any two points within the polygon lies completely inside the polygon,

is called ________ polygon.

a)

Convex

b)

concave

c)

closed

d)

Complete

10.

(a)   is a method for testing a pixel inside of a polygon.

11.

The seed fill algorithm for filling polygon is classified as ________ fill algorithm and _______ fill algorithm.

a)

Even,Odd

b)

Boundary, Scan

c)

Flood, Boundary

d)

Edge, Flood

12.

Mapping the world co-ordinates into physical device co-ordinates is called

a)

Translation

b)

Homogenous coordinates

c)

Coordinates Transformation

d)

Viewing Transformation

13.

Any convenient co-ordinate system or Cartesian co-ordinates which can be used to define the picture is called ___________

a)

spherical co-ordinates

b)

vector co-ordinates

c)

viewport co-ordinates

d)

world co-ordinates

14.

Which of the following co-ordinates are NOT used in 2d viewing transformation?

a)

modelling co-ordinates

b)

vector co-ordinates

c)

viewing co-ordinates

d)

device co-ordinates

15.

To generate a rotation , we must specify

a)

Rotation angle ϴ

b)

Distances dx and dy

c)

Rotation distance

d)

All of the mentioned

16.

The coordinates of the point in after rotation in anticlockwise direction

a)

X’=r cos (Ф +ϴ) and Y’=r cos (Ф +ϴ)

b)

X’=r cos (Ф +ϴ) and Y’=r sin (Ф +ϴ)

c)

X’=r cos (Ф -ϴ) and Y’=r cos (Ф -ϴ)

d)

X’=r cos (Ф +ϴ) and Y’=r sin (Ф -ϴ)

17.

The two-dimensional rotation equation in the matrix form is

a)

P’=R*P

b)

P’=P+T

c)

P’=P*P

d)

P’=R+P

18.

Positive values for the rotation angle ϴ defines

a)

Counterclockwise rotations about the end points

b)

Counterclockwise translation about the pivot point

c)

Counterclockwise rotations about the pivot point

d)

Negative direction

19.

In a reflection, by how much angle is the object rotated?

a)

45 degree

b)

180 degree

c)

90 degree

d)

360 degree

20.

Which of the following represents shearing?

a)

(x, y) → (x cos(θ)+y sin(θ), -x sin(θ)+y cos(θ))

b)

(x, y) → (ax, by)

c)

(x, y) → (x+ay, y+bx)

d)

(x, y) → (x+a, y+b)

21.

Which of this is compulsory for 2D reflection.

a)

Origin

b)

Reflection axis

c)

Co-ordinate axis.

d)

Reflection plane.

22.

Two successive translations are___________________

a)

b)

c)

d)

a)

Subtractive

b)

Additive

c)

Inverse

d)

Multiplicative

23.

Two successive rotations are___________________

a)

Additive

b)

Subtractive

c)

Inverse

d)

Multiplicative

24.

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)

Scaling down

b)

Shearing

c)

Scaling up

d)

Rotation

25.

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

26.

The matrix representation for scaling in homogeneous coordinates is

a)

P’=S*P

b)

P’=R*P

c)

P’=dx+dy

d)

P’=S*S

27.

What is the use of homogeneous coordinates and matrix representation?

a)

To scale

b)

To rotate

c)

To treat all 3 transformations in a consistent way

d)

To shear the object

28.

We can combine the multiplicative and translational terms for 2D into a single matrix representation by expanding

a) 2 by 2 matrix into 4*4 matrix

b) 2 by 2 matrix into 3*3

c) 3 by 3 matrix into 2 by 2

d) Only c

a)

2 by 2 matrix into 4*4 matrix

b)

2 by 2 matrix into 3*3

c)

3 by 3 matrix into 2 by 2

d)

Only C

29.

Minimum number of vertices to make a face in polygon meshes is

a)

1

b)

2

c)

3

d)

4

30.

A straight line segment is translated by applying the transformation equation

a)

P’=P+T

b)

Dx and Dy

c)

P’=P+P

d)

Only c

31.

What type of transformation?

a)

Translation

b)

Scaling

c)

Rotation

d)

Shearing

32.

The two-dimensional translation equation in the matrix form is

a)

P’=P+T

b)

P’=P-T

c)

P’=P*T

d)

P’=P

33.

In 2D-translation, a point (x, y) can move to the new position (x’, y’) by using the equation

a)

x’=x+dx and y’=y+dx

b)

x’=x+dx and y’=y+dy

c)

X’=x+dy and Y’=y+dx

d)

X’=x-dx and y’=y-dy

34.

We translate a two-dimensional point by adding

a)

Translation distances

b)

Translation difference

c)

X and Y

d)

Only a

35.

Which geometric transformation does not change the basic dimensions of the graphics objects transformed?

a)

Scaling

b)

Transition

c)

Rotation

d)

Both b) and c)

36.

In which transformation the object can change its basic dimensions?

a)

Translation

b)

Mirror

c)

Scaling

d)

Rotation

37.

Explain the difference between clockwise and counterclockwise rotation in 2D transformation

a)

In 2D transformation, clockwise rotation refers to the rotation of an object in the direction of the clock's hands, while counterclockwise rotation refers to the rotation in the opposite direction.

b)

Clockwise rotation refers to the rotation of an object in a random direction, while counterclockwise rotation refers to the rotation in the same direction.

c)

Clockwise rotation refers to the rotation of an object in the opposite direction of the clock's hands, while counterclockwise rotation refers to the rotation in the direction of the clock's hands.

d)

Clockwise rotation refers to the rotation of an object in the direction of the clock's hands, while counterclockwise rotation refers to the rotation of an object in the direction opposite to the clock's hands.

38.

How do you handle negative angles in 2D rotation?

a)

Subtract 360 degrees from the negative angle to get the equivalent positive angle.

b)

Convert the negative angle to a positive angle by multiplying it with -1.

c)

Ignore the negative sign and use the angle as it is.

d)

Add 360 degrees to the negative angle to get the equivalent positive angle.

39.

Discuss the importance of rotation in computer graphics

a)

Rotation can only be implemented in C++ programming

b)

Rotation is not important in computer graphics

c)

Rotation is important in computer graphics as it allows for the manipulation and transformation of objects to create dynamic and visually appealing images. In C programming, rotation can be implemented using mathematical formulas and algorithms to achieve desired visual effects.

d)

Rotation in computer graphics causes visual distortion

40.

What are the limitations of using rotation in 2D transformation?

a)

C programming has unlimited built-in functions for 2D transformation

b)

C programming automatically handles all limitations of 2D transformation

c)

One limitation is that C programming does not have built-in functions for 2D transformation, so the programmer would need to implement the rotation algorithm manually.

d)

Rotation in 2D transformation can only be done using C programming

41.

Explain the use of sin() and cos() functions in 2D rotation

a)

The sin() and cos() functions are used to calculate the absolute value of an angle

b)

The sin() and cos() functions are used to calculate the tangent of an angle

c)

The sin() and cos() functions are used to calculate the square root of an angle

d)

The sin() and cos() functions in C programming are used to calculate the sine and cosine of an angle, which can be used to perform 2D rotation by calculating the new x and y coordinates.

42.

Explain the concept of rotation in 2D transformation.

a)

Rotation in 2D transformation refers to the process of stretching an object in a 2-dimensional plane.

b)

Rotation in 2D transformation refers to the process of duplicating an object in a 2-dimensional plane.

c)

Rotation in 2D transformation refers to the process of rotating an object around a fixed point in a 2-dimensional plane. This can be achieved using mathematical formulas and matrices to change the coordinates of the object's vertices.

d)

Rotation in 2D transformation refers to the process of changing the color of an object in a 2-dimensional plane.

43.

If the scaling factors values sx and sy < 1 then

a)

It reduces the size of object

b)

It increases the size of object

c)

It stunts the shape of an object

d)

None

44.

If the scaling factors values sx and sy are assigned to the same value then

a)

Uniform rotation is produced

b)

Uniform scaling is produced

c)

Scaling cannot be done

d)

Scaling can be done or cannot be done

45.

Which of the following is an example of negative translation?

a)

(3,4)→(5,6)

b)

(3,4)→(1,2)

c)

(3,4)→(3,4)

d)

(3,4)→(−3,−4)

46.

In 2D rotation, what does a positive angle θ\thetaθ represent?

a)

Clockwise rotation

b)

Counter Clockwise rotation

c)

No rotation

d)

Reflection

47.

If a point (3, 4) is rotated by 90° counterclockwise about the origin, what will be the new coordinates?

(a)  

48.

What is the result of rotating a point (5, 0) by 180 degrees about the origin?

(a)  

49.

What is the effect of rotating an object by 180 degrees?

a)

The object moves to a different quadrant but maintains orientation

b)

The object remains unchanged

c)

The object flips to the opposite quadrant

d)

The object scales up

50.

If a point (2, 2) is rotated by 90° clockwise about the origin, what are the new coordinates?

(a)  

51.

What is the effect of rotating an object by 270 degrees counterclockwise?

a)

The object rotates by 90 degrees clockwise

b)

The object flips horizontally

c)

The object remains in the same place

d)

The object rotates by 180 degrees

52.

What is the primary difference between 2D rotation and 2D reflection?

a)

Rotation changes the object's orientation while reflection flips it across an axis

b)

Rotation scales the object, while reflection changes its size

c)

Rotation moves the object along the X-axis, while reflection moves it along the Y-axis

d)

Rotation only applies to 3D objects

53.

What is the result of reflecting the point (-6, 7) about the origin?

(a)  

54.

If a point is reflected across the line y=x what happens to its coordinates?

a)

(x,y)→(y,x)

b)

(x,y)→(−y,x)

c)

(x,y)→(−x,−y)

d)

(x,y)→(x,−y)

55.

What is the reflection matrix for reflection about the line y=x?

a)

[0 1

​1 0​]

b)

[1 0​

0 −1​]

c)

[−1 0​

0 1​]

d)

[0 −1

​−1 0​]