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Game Programming Mcqs

This document contains 20 multiple choice questions about game programming and graphics programming concepts. Some of the key topics covered include DirectX components, texture formats, the graphics pipeline stages, rendering techniques like multisampling and supersampling, and common graphics API structures and interfaces.

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Poonam Surve
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33% found this document useful (3 votes)
9K views4 pages

Game Programming Mcqs

This document contains 20 multiple choice questions about game programming and graphics programming concepts. Some of the key topics covered include DirectX components, texture formats, the graphics pipeline stages, rendering techniques like multisampling and supersampling, and common graphics API structures and interfaces.

Uploaded by

Poonam Surve
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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GAME PROGRAMMING MCQS

1. _____ is the technology that allows Directx to be programming language independent &
have backward compatibility.
A. Computer object model
B. Composite object model
C. Component object model
D. Complier object model

Ans. C

2. _____ is generally used to control transparency.


A. Color channel
B. Alpha channel
C. B/W channel
D. Beta channel

Ans. B

3. ______ formats are used to reserve memory & then specify how to reinterpret the data at a
later time when the texture is bound to the pipeline.
A. TYPE
B. SINT
C. UNORM
D. TYPELESS

Ans. D

4. Swapping the roles of the back & front buffer is called ______.
A. Presenting
B. Buffering
C. Swap chain
D. Depth Buffering

Ans. A

5. The possible depth values range from 0.0 to 1.0, where 0.0 denotes the ____ an object can
be to the viewer.
A. visible
B. farthest
C. closest
D. invisible

Ans. C

6. ____ techniques works by making the back buffer & depth buffer 4X bigger than the
screen resolution.
A. Sampling
B. Supersampling
C. Subsampling
D. Multisampling

Ans. B

7. ____ stage reads geometric data from memory & uses it to assemble geometric primitives.
A. Vertex shader stage
B. Tessellator stage
C. Output merger stage
D. Input assembler stage

Ans. D

8. A ____ is a unit vector that describes the direction a polygon is facing.


A. Unit normal
B. Face normal
C. Surface normal
D. Normal vectors.
Ans. B

9. A____ is a unit vector that is orthogonal to the tangent plane of a point on a surface.
A. Unit normal
B. Face normal
C. Surface normal
D. Normal vectors.
Ans. A

10. Interpolating the normal & doing lighting calculations per pixel is called ____.
A. Pixel lighting
B. Vertex normal
C. Vertex lighting
D. surface normal
Ans. A

11. When light strikes a point on a surface, the light rays get scatter in various random
directions this is called a _____ reflection.
A. Ambient
B. Specular
C. Parallel
D. Diffuse
Ans. D

12. ____ refers to subdividing the triangles of a mesh to add new triangles.
A. Tessellation
B. Vertex shader
C. Output Merger
D. Pixel shader
Ans. A

13. When we draw the object several times, but each time with a different world matrix to
specify the position, orientation, and scale of the instance in the world space. This is called
___
A. Supersampling
B. Shading
C. Instancing
D. Multisampling
Ans. C

14. COM interfaces are prefixed with a letter ____.


A. C
B. D3
C. D11
D. I
Ans. D

15. _____ antialiasing technique is more expensive.


A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. B

16. _____ buffers stores the image data currently being displayed on the monitor.
A. Front
B. Memory
C. Back
D. Previous
Ans. A

17. In Direct3D, a swap chain is represented by the ____ interface.


A. IDXGISWAPCHAIN
B. IGIDXSWAPCHAIN
C. ID3D11SWAPCHAIN
D. D3SWAPCHAIN
Ans. A

18. ____ antialiasing technique works by increasing the resolution in software.


A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. B

19. _____ antialiasing technique shares some computational info across subpixels.
A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. A

20. Vertices are bound to the rendering pipeline in a special direct3d data structure called a
____
A. Front Buffer
B. Index Buffer
C. Back Buffer
D. Vertex Buffer
Ans. D

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