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MCQ & T-F & Questions - Without Answers

The document consists of multiple-choice questions (MCQs) related to computer graphics, game development, and Unity programming. It covers topics such as rendering pipelines, graphics types, lighting models, and Unity functions. The questions test knowledge on various technical aspects and concepts within these fields.

Uploaded by

Amany Galal
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© © All Rights Reserved
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0% found this document useful (0 votes)
61 views12 pages

MCQ & T-F & Questions - Without Answers

The document consists of multiple-choice questions (MCQs) related to computer graphics, game development, and Unity programming. It covers topics such as rendering pipelines, graphics types, lighting models, and Unity functions. The questions test knowledge on various technical aspects and concepts within these fields.

Uploaded by

Amany Galal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MCQ

1. The ____ is the process by which images are prepared and output onto the screen.

a) rendering pipeline b) renders c) graphics rendering d) not all

2. _____, Defined ten types of graphics in C++

a) OpenLG library b) OpenGL library c) OpenGL package d) OpenLG package


3. Graphics Processing Unit (GPU) have ____

a) violet memory b) virtual memory c) video memory d) not all

4. The process of filling in the horizontal spans of pixels belonging to a primitive is called _____

a) operations b) Transformation c) fragmentation d) rasterization

5. Unity is____?

a) Game engine b) Photo Editor c) Gimp d) ProBuilder

6. _____ contain an array of picture elements known as pixels


a) RCTs b) CRTs c) CTRs d) TCRs

7. For color displays, each pixel contains _____

a) BGR b) GBR c) RGB d) not all

8. The Transform component determines the _____

a) Position b) Rotation c) Scale d) All

9. _____ is memory that stores the color data for all the pixels on the screen.

a) A buffer b) A main memory c) A video memory d) not all


10. VBLANK means that _____

a) Virtual blank interval b) Vertical blank interval

c) Virtual block interval d) Vertical block interval

11. The appearance of a shiny highlight on a surface due to the strong light reflection is called —.

a) Specularity b) Diffusion c) Shading d) Masking

12. The visible on the surface depends on the position of the viewer:

a) Lambertian reflection b) Specular reflection c) Diffuse reflection d) a and c

13. Specular highlights are the most intense when the reflection direction R points toward —.
a) Object b) Light source c) Surface d) Viewer

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
14. The visibility of large regions determined by the portal system is a ______ culling process:

a) Large-scale b) Small-scale c) Middle-scale d) None of them

15. A negative dot product of the normal vector of the frustum plane and the center of sphere Q indicates
that Q lies ______:

a) Inside the frustum b) Outside the frustum c) On the frustum d) Not in space at all

16. The Principal Component Analysis is useful for:

a) Bounding volume construction b) Rasterization c) Shading d) Fragmentation


17. If no vertices of the portal lie on the positive side of the frustum plane, then the portal is:

a) Visible b) Not visible c) Two-way portal d) One-way portal

18. ______ is a technique that uses a texture map to perturb the normal vector at each pixel.

a) Alpha test b) Stencil test c) Bump map d) Shading


19. The illumination at each pixel rendered is determined by ______:

a) Light vector L b) Reflection vector E c) Viewer vector V d) Normal vector N

20. A space partitioning technique


a) Octree b) Quadtree c) Binary Space partitioning tree d) All of them

21. The interpolation of lighting values calculated at each vertex across the face of a triangle is known as:

a) Specular reflection b) Texture mapping c) Gouraud shading d) Blinn-Phong shading

22. The vector used to control lighting effects on an object's surface is called:

a) Tangent vector b) Bitangent vector c) Normal vector d) Light direction vector

23. The coordinate space of texture maps is called:

a) Object space b) World space c) Screen space d) Tangent space


24. The graphics type that becomes easily distorted when zoomed in is:

a) Edges b) Raster graph c) Vector graph d) Glyphs

25. OpenGL is a:

a) GPU driver b) Application Programming Interface “API”

c) Game engine d) Shading program

26. The first step in rendering pipelines is:

a) Vertex transformation b) Rasterization c) Shading d) Fragmentation


27. _____ is a texture mapping technique.
a) Bump mapping b) Stencil mask c) Frustum culling d) All

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
28. ____ is a test used to check transparency.

a) Alpha b) Stencil c) Depth d) Scissor

29. Diffuse reflection depends on calculating the convergence between the normal vector and:

a) Light vector L b) Reflection vector R c) Viewer vector V d) Halfway vector H


30. The final rendered image is stored in:

a) Depth buffer b) Image buffer c) Vertex buffer d) Viewport

31. The problem is due to the finite precision available for storing depth values in the shadow map known
as ___

a) Tearing b) Self-shadowing c) Peter Panning d) b and c

32. The objects can be bound by different volumes according to its shape such as _______

a) Box b) Sphere c) Cylinder d) All


33. ______ is a test to determine whether a fragment lies in the region of the viewport that is currently
visible on the display.

a) Pixel ownership test b) Stencil test c) Depth test d) Alpha test

34. A non-linear transformation:

a) Rotation b) Scaling c) Shearing d) Translation


35. Enables objects to approximate universal forces in nature such as gravity, velocity, acceleration, and
friction:

a) Texture atlas b) Assets c) Physics engine d) Lighting


36. The function W(t) = Vt + t(Vt+1 . Vt) is to calculate:

a) Portal plane b) A point between 2 points c) Frustum plane d) Counting sphere

39. Sends data over to the GPU once, and then tells OpenGL to draw multiple objects using this data with
a single drawing call:

a) Instancing b) Shading c) Rendering d) Culling

40. Packing multiple sprites into a single texture to avoid wasting memory:

a) Texture atlas b) Image buffer c) Instancing d) Animation

41. The specific shape, design, or representation of a character:

a) Fragment b) Raster graph c) Bezier curve d) Dipp

42. Is better to be applied in case multiple light sources exist in the final scene:
a) Stencil shadowing b) Deferred shading c) Blinn-Phong shading d) Shadow buffering

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
43. OpenGL lighting model determines the color and intensity of light reaching each vertex:

a) Per-vertex lighting b) Shading c) Replacing d) Buffer swapping

44. The 3D concepts for any object can be measurements in _____ directions, or dimensions.

a) Two b) Three c) Four d) all the last


45. To measure the dimensional of an object, we use number groups called _____ to mark each vertex
(corner) of the object

a) coordinates b) measurements c) weights d) all the last


46. Each of the directions is represented by an _____

a) Axis b) line c) segment d) not all

47. Connect the vertices with lines known as _____

a) Edges b) Bounder c) line d) all the last


48. The area of the model is known as the _____

a) surface b) face c) mesh d) not all

49. The first step is accomplished by the process called _____


a) transformation b) rotation c) scaling d) all

50. _____ Most computer games involve characters that move around in a fluid (easy and continuous
manner.

a) Game Animation b) Game Moving c) Game d) all

51. joints connected by segments called _____

a) bones b) link c) line d) all

51. What is the function of the GameObject in Unity?

A) Used to write code B) The main element that contains components


C) Used only for moving objects D) Used for exporting the project

52. What happens when OnDisable() is called?


A) It is triggered when the GameObject or script is disabled.

B) It is triggered when a collision happens.

C) It is triggered when the scene ends.

D) It triggered when pressing a keyboard key.

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
54. What is the difference between Start() and Update()?

A) Start is executed once, and Update is executed every frame

B) Start is for movement, and Update is for sound

C) Start is only used with the camera


D) Update is executed once

55. What is the purpose of the Inspector window in Unity?

A) Previewing objects in the scene. B) Modifying properties of the selected object

C) Exporting the project D) Changing audio settings

56. When is the Start() function called?

A) Every frame during runtime. B) Once at the beginning of the game after Awake().

C) When exiting the game. D) Every second.

57. What is meant by Component?


A) The complete project

B) An element added to a GameObject to give it a specific function

C) A scene containing elements

D) A window for controlling the code

58. What is the function of the Main Camera in Unity?

A) Recording sounds B) Displaying the game scene to the player

C) Moving objects D) Playing audio effects


59. What is the correct execution order when starting the game?

A) Start() to Awake() to Update() B) Awake() to Start() to Update()

C) Update() to Start() to Awake() D) Awake() to Update() to Start()

60. What is the function of the OnCollisionEnter method?

A) Playing sound B) Called when two objects collide

C) Moving the object D) Adding an object

61. What is the purpose of using the Update() method in Unity?


A) To change properties of the object once B) To move objects every frame
C) To initialize objects at the start of the game D) To store data in memory

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
62. When is the OnEnable() function triggered?

A) When the game starts. B) When the GameObject or script is enabled.

C) When the game closes. D) Every second.

63. What is the purpose of the Play button in Unity?


A) Saving the project. B) Modifying the code

C) Starting the preview and testing the game D) Maximizing the window

64. What is the function of the Animator?

A) Playing sounds B) Moving the camera

C) Controlling animations D) Changing the color

65. What is meant by UI in Unity?

A) Tools for controlling audio B) User interface

C) A library of images D) Code-only tools


66. When is the FixedUpdate() function called?

A) Every frame. B) At a fixed rate for physics calculations.

C) Only once. D) When changing the scene.

67. What is the correct way to define a custom function in C#?

A) function MyFunction() { }. B) void MyFunction() { }

C) MyFunction() void { }. D) function() MyFunction { }

68. What is the difference between 2D and 3D in Unity?


A) No difference B) 2D is for 2D games, and 3D is for 3D games

D) 2D does not support physics

69. How do you link code to a specific object?

A) Dragging the code onto the object in the Inspector B) Writing the object's name in the code

C) Deleting the object and adding it again D) Code cannot be linked to objects

70. Why do we create our own functions in Unity projects?

A) To make code longer. B) To organize code, reuse logic, and make it easier to manage.
C) To make games slower. D) To increase the game's size.
71. What is the function of transform in Unity?

A) Changing the object's color B) Controlling the position, rotation, and scale of the object

C) Playing music D) Linking the object to the camera

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
72. What is the difference between Start() and Awake() in Unity?

A) Start() is executed before Awake() B) Awake() is executed first, then Start() is executed

C) Start() is only executed with the camera D) There is no difference between them

73. What is the function of the Scene in Unity?


A) Only stores settings B) The workspace where the game is created

D) Displaying code

74. How can you reuse a method in Unity?

A) Using return B) Using an inner method

C) By calling the method using its name D) By modifying the code

75. How can you pass a value to a method in C#?

A) Using variables in the Inspector B) Using code in the Scene window

C) Through parameters in the method definition D) You cannot pass values to methods
76. What is the function of the OnCollisionEnter method in Unity?

A) To handle object collision events B) To detect interactions between objects

C) To trigger animation changes D) To update game scores

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
True/False
01 - The game programming is a superset of game development which refers to the design and
code implementation.
02 - The genre means to adapt the game to the local culture and language.
03 - OpenGL and DirectX are game programming languages.
04 - Rasterization is the process of calculating the appropriate levels of light, darkness, and color
during the rendering of a 3D scene.
05 - In each drawing call, send the request with required data to the GPU needs less time than
prepare the data to be sent.
06 - One draw call is usually invoked for each triangle with each new material to be drawn on the
screen.
07 - Instancing tells OpenGL to draw multiple objects that causes the game to quickly reach a
performance bottleneck because of the many draw calls.
08 - By using an atlas, game developers can reduce draw calls and memory usage, leading to
better performance and faster loading times.
09 - The benefits of the raster approach out-eight the drawbacks, because rendering bitmap fonts
is incredibly easy and efficient.
10 - A 3D graphics board has its own memory core, which is commonly called NVRAM (Non-
Volatile Random-Access Memory).
11 - When the front and back image buffers are exchanged. This operation is called image tearing.
12 - The depth buffer is used to perform hidden surface elimination.
13 - The stencil buffer contains an integer mask for each pixel in the image buffer that can be
used to enable or disable drawing on a per-pixel basis.
14 - The intensity of a point light is attenuated only by the distance factor.
15 - The equation DA + D ∑C, max {N, I, O} is to determine the specular reflection color.

16 - The process of filling in the horizontal spans of pixels belonging to a primitive is called
rendering.

17 - The model is a collection of vertices, edges, and faces that define the foundation of a mesh in a
video game.
18 - Vertex buffer is an area of computer memory often located directly on a graphics card that
allows very fast access to an array of vertices and their properties.
19 - The large number of drawing calls indicates a fast and better performance of the designed
game.
20 - Instancing in computer games is just a process of making many copies of the same object.

21 - Texture atlas aims to improve performance because it is treated as a single unit by the
graphics hardware.

22 - Quadratic Bezier curves are mathematical formulas which are stored along with some data to
render the TrueType font format faster.
23 - The process of replacing the geometry shading with pixel shading to reduce the lighting cost
is called forward shading.
24 - The buffer that stores the z-dimension value of each pixel is called a depth buffer.

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
25 - Ambient light is a global light source which should be applied to add more realism to the
scene.

26 - When the buffer swap works faster than the refresh rate of the screen, this affects the
performance of the GPU.

27 - Bump map is an actual change in the surface of the object.

28 - Color multiplication, either by another color or by a scalar, is also called modulation.


29 - The intensity of a spotlight is attenuated only by the distance factor.

30 - Diffuse surface is one for which part of the light incident on a point on the surface is scattered
equally in all directions.
31- The GPU calculates the highs and deeps.
32- Graphics Pipeline depends on rotation.
33- Motion blur is Appearance of motion from a set of still images.
34- Frame Rate defines How many images are updated per second.

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
Questions And Answers
1. Define Type of motion?

2. How can Conventional Animation production?

3. Write the Steps of Game development?

4. Give example of Types of game programming?

5. If P = (2, 4, 6) and Q = (4, 5, 7) find projQP

6. What is Skeletal Model?

7. What is Unity3D primarily used for?

8. What is the primary scripting language used in Unity?

9. Describe the Unity's component-entity system.

10. How does Unity handle multi-platform game development?

11. What is a prefab in Unity?

12. How do you handle physics in Unity?

13. What are the Graphics Processors?

14. Game programs in 2D and 3D graphics are composed of many separate objects. Explain.

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
15. What is the rendering pipeline?

16. Why use Graphic hardware?

17. What happens with Modern 3D graphics board possesses?

18. What is the meaning of buffer swap?

19. What is a depth buffer or Z-buffer?

20. What is rasterization?

21. What is Animation?

22. What is the Graphics Pipeline?

23. What are the Graphics Pipeline steps?

24. Mention the Steps of Game development process.

25. What are the Types of game programming?

26. What are the Components of Unity 3D?

27. Write the equation used to change the camera position based on the player's position?

28. Object has a triangle mesh surface with two vectors as : X = (2i, 3j, 3k) Y = (i, 2j, 2k) find the high
map on the surface?

29. Draw a figure illustrating Vertex Transformation.

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬
30. Draw a figure illustrating Rasterization and Fragment Operations.

31. Explain with details the following figure (referencing a diagram).

32. Draw a figure illustrating the Component of Modern Computer Animation Production.

33. Write the component of Rigidbody.

34. Write a script to rotate a cube in the scene.

35. Why not call the camera in public?

‫عله ْي َِّهَّ هو ه‬
ْ ‫سلِمواَّت ه‬
َّ)56(َّ‫سلِي ًما‬ ‫صلُّواَّ ه‬ َّ‫ي ََِّّۚيهاَّأهيُّههاَّالذ ه‬
‫ِينَّآ همنواَّ ه‬ َّ ‫علهىَّالن ِب‬ َّ‫صلُّ ه‬
‫ونَّ ه‬ ‫ّللاَّ هو هم هَلئِ هكتههََّّي ه‬
َّ‫إِنََّّ ه‬

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