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WorksheetsCG Unit 2 Quiz
Total questions: 55
Worksheet time: 16mins
Transformations can be applied on _______________.
Objects
Co-ordinates
Both Objects and Co-ordinates
None of the options
I want to move an object from one point of the screen to another point. I should apply (a) transformation.
I want a rectangle to become a square shape. I can achieve it by using _______________ transformation.
Scaling
Mirror Reflection
Rotation
translation
The point that remains fixed during a rotational transformation is ____________.
Lower left corner of an object
Origin of the Co-ordinate system
All points of the object
None of the above
In mirror reflection transformation from Y-axis, the point co-ordinate that remains same is _____.
x-value
y-value
nothing is fixed
both are fixed
I want to draw a pattern that has a vertical symmetry, I can use the concept of _________ to draw it in a easy way.
Rotation transformation
Translation transformation
Mirror Reflection from X-axis
Mirror Reflection from Y-axis
If we translate a point (10,15) by 4 and 6 respectively, the resultant point will be _________.
(10,15)
(16,19)
(14,19)
(40,90)
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 ________.
(23,20)
(30,24)
(60,54)
(13,14)
A ploygon in which the line segment joining any two points within the polygon lies completely inside the polygon,
is called ________ polygon.
Convex
concave
closed
Complete
(a) is a method for testing a pixel inside of a polygon.
The seed fill algorithm for filling polygon is classified as ________ fill algorithm and _______ fill algorithm.
Even,Odd
Boundary, Scan
Flood, Boundary
Edge, Flood
Mapping the world co-ordinates into physical device co-ordinates is called
Translation
Homogenous coordinates
Coordinates Transformation
Viewing Transformation
Any convenient co-ordinate system or Cartesian co-ordinates which can be used to define the picture is called ___________
spherical co-ordinates
vector co-ordinates
viewport co-ordinates
world co-ordinates
Which of the following co-ordinates are NOT used in 2d viewing transformation?
modelling co-ordinates
vector co-ordinates
viewing co-ordinates
device co-ordinates
To generate a rotation , we must specify
Rotation angle ϴ
Distances dx and dy
Rotation distance
All of the mentioned
The coordinates of the point in after rotation in anticlockwise direction
X’=r cos (Ф +ϴ) and Y’=r cos (Ф +ϴ)
X’=r cos (Ф +ϴ) and Y’=r sin (Ф +ϴ)
X’=r cos (Ф -ϴ) and Y’=r cos (Ф -ϴ)
X’=r cos (Ф +ϴ) and Y’=r sin (Ф -ϴ)
The two-dimensional rotation equation in the matrix form is
P’=R*P
P’=P+T
P’=P*P
P’=R+P
Positive values for the rotation angle ϴ defines
Counterclockwise rotations about the end points
Counterclockwise translation about the pivot point
Counterclockwise rotations about the pivot point
Negative direction
In a reflection, by how much angle is the object rotated?
45 degree
180 degree
90 degree
360 degree
Which of the following represents shearing?
(x, y) → (x cos(θ)+y sin(θ), -x sin(θ)+y cos(θ))
(x, y) → (ax, by)
(x, y) → (x+ay, y+bx)
(x, y) → (x+a, y+b)
Which of this is compulsory for 2D reflection.
Origin
Reflection axis
Co-ordinate axis.
Reflection plane.
Two successive translations are___________________
a)
b)
c)
d)
Subtractive
Additive
Inverse
Multiplicative
Two successive rotations are___________________
Additive
Subtractive
Inverse
Multiplicative
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?
Scaling down
Shearing
Scaling up
Rotation
Reflection about the line y=0, the axis, is accomplished with the transformation matrix with how many elements as ‘0’?
8
9
4
6
The matrix representation for scaling in homogeneous coordinates is
P’=S*P
P’=R*P
P’=dx+dy
P’=S*S
What is the use of homogeneous coordinates and matrix representation?
To scale
To rotate
To treat all 3 transformations in a consistent way
To shear the object
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
2 by 2 matrix into 4*4 matrix
2 by 2 matrix into 3*3
3 by 3 matrix into 2 by 2
Only C
Minimum number of vertices to make a face in polygon meshes is
1
2
3
4
A straight line segment is translated by applying the transformation equation
P’=P+T
Dx and Dy
P’=P+P
Only c
What type of transformation?
Translation
Scaling
Rotation
Shearing
The two-dimensional translation equation in the matrix form is
P’=P+T
P’=P-T
P’=P*T
P’=P
In 2D-translation, a point (x, y) can move to the new position (x’, y’) by using the equation
x’=x+dx and y’=y+dx
x’=x+dx and y’=y+dy
X’=x+dy and Y’=y+dx
X’=x-dx and y’=y-dy
We translate a two-dimensional point by adding
Translation distances
Translation difference
X and Y
Only a
Which geometric transformation does not change the basic dimensions of the graphics objects transformed?
Scaling
Transition
Rotation
Both b) and c)
In which transformation the object can change its basic dimensions?
Translation
Mirror
Scaling
Rotation
Explain the difference between clockwise and counterclockwise rotation in 2D transformation
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.
Clockwise rotation refers to the rotation of an object in a random direction, while counterclockwise rotation refers to the rotation in the same direction.
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.
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.
How do you handle negative angles in 2D rotation?
Subtract 360 degrees from the negative angle to get the equivalent positive angle.
Convert the negative angle to a positive angle by multiplying it with -1.
Ignore the negative sign and use the angle as it is.
Add 360 degrees to the negative angle to get the equivalent positive angle.
Discuss the importance of rotation in computer graphics
Rotation can only be implemented in C++ programming
Rotation is not important in computer graphics
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.
Rotation in computer graphics causes visual distortion
What are the limitations of using rotation in 2D transformation?
C programming has unlimited built-in functions for 2D transformation
C programming automatically handles all limitations of 2D transformation
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.
Rotation in 2D transformation can only be done using C programming
Explain the use of sin() and cos() functions in 2D rotation
The sin() and cos() functions are used to calculate the absolute value of an angle
The sin() and cos() functions are used to calculate the tangent of an angle
The sin() and cos() functions are used to calculate the square root of an angle
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.
Explain the concept of rotation in 2D transformation.
Rotation in 2D transformation refers to the process of stretching an object in a 2-dimensional plane.
Rotation in 2D transformation refers to the process of duplicating an object in a 2-dimensional plane.
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.
Rotation in 2D transformation refers to the process of changing the color of an object in a 2-dimensional plane.
If the scaling factors values sx and sy < 1 then
It reduces the size of object
It increases the size of object
It stunts the shape of an object
None
If the scaling factors values sx and sy are assigned to the same value then
Uniform rotation is produced
Uniform scaling is produced
Scaling cannot be done
Scaling can be done or cannot be done
Which of the following is an example of negative translation?
(3,4)→(5,6)
(3,4)→(1,2)
(3,4)→(3,4)
(3,4)→(−3,−4)
In 2D rotation, what does a positive angle θ\thetaθ represent?
Clockwise rotation
Counter Clockwise rotation
No rotation
Reflection
If a point (3, 4) is rotated by 90° counterclockwise about the origin, what will be the new coordinates?
(a)
What is the result of rotating a point (5, 0) by 180 degrees about the origin?
(a)
What is the effect of rotating an object by 180 degrees?
The object moves to a different quadrant but maintains orientation
The object remains unchanged
The object flips to the opposite quadrant
The object scales up
If a point (2, 2) is rotated by 90° clockwise about the origin, what are the new coordinates?
(a)
What is the effect of rotating an object by 270 degrees counterclockwise?
The object rotates by 90 degrees clockwise
The object flips horizontally
The object remains in the same place
The object rotates by 180 degrees
What is the primary difference between 2D rotation and 2D reflection?
Rotation changes the object's orientation while reflection flips it across an axis
Rotation scales the object, while reflection changes its size
Rotation moves the object along the X-axis, while reflection moves it along the Y-axis
Rotation only applies to 3D objects
What is the result of reflecting the point (-6, 7) about the origin?
(a)
If a point is reflected across the line y=x what happens to its coordinates?
(x,y)→(y,x)
(x,y)→(−y,x)
(x,y)→(−x,−y)
(x,y)→(x,−y)
What is the reflection matrix for reflection about the line y=x?
[0 1
1 0]
[1 0
0 −1]
[−1 0
0 1]
[0 −1
−1 0]
