Computer Graphics - Graphics Operations

6:  
Reflection of a point about x-axis, followed by a counter-clockwise rotation of 90° , is equivalent. to reflection about the line
A.

 x = -y 

B.

 y=-x 

C.

 x=y

D.

 x + y = 1

 
 

Option: C

Explanation :

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7:  
(2,4) is a point on a circle that has centre at the origin. Which of the following point(s) is/are also on the circle ?
A.

 (2,-4)

B.

(-2,4) 

C.

(4, -2)

D.

All of these

 
 

Option: D

Explanation :

Since the circle with centre at the origin, is symmetric about the X-axis, Y-axis, the line X = Y and the line X = - Y, the reflection of (2, 4) about these axes, will also be points on the circle.

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8:  
The people of the planet Mars designed a scale for measuring the temperature in which water freezes at 100 units and boils at 250 units. The people of Jupiter designed a scale in which water freezes at 75 units and boils at 300 units. A temperature of 200 units in Mars will measure ___ in Jupiter.
A.

300

B.

225

C.

250

D.

 175

 
 

Option: B

Explanation :

Translating so that both the scales start at the origin, and scaling so that the divisions in both scales coincide, we get the formula (M-100) x 225/150 =J -75, where M refers to the scale in Mars and J, to the scale in Jupiter.
Putting M = 200,
we get J = 225.

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9:  
In Sutherland-Hodgman algorithm for polygon clipping, assume P (present point) lies inside the window and S (previous point) lies outside the window. Then, while processing through that window boundary, we should
A.
store the intersection point of line PS (S') only
B.
 store the points P and S'
C.
store the point P only
D.

store the points S and S'

 
 

Option: B

Explanation :

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10:  
Assuming that one allows 256 depth value levels to be used, how much memory would a 512 x 512 pixel display require to store the Z-Buffer?
A.

 512 K 

B.

256 K

C.

1024 K

D.

128 K

 
 

Option: B

Explanation :

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Syllabus Covered in this section is -

  • Display systems
  • Input devices
  • 2D Geometry
  • Graphic operations
  • 3D Graphics
  • Animation
  • Graphic standard
  • Applications. Concepts
  • Storage Devices
  • Input Tools
  • Authoring Tools.
  • Graphics Application
  • Files and Operations

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