MCQ & T-F & Questions - Without Answers
MCQ & T-F & Questions - Without Answers
1. The ____ is the process by which images are prepared and output onto the screen.
4. The process of filling in the horizontal spans of pixels belonging to a primitive is called _____
5. Unity is____?
9. _____ is memory that stores the color data for all the pixels on the screen.
11. The appearance of a shiny highlight on a surface due to the strong light reflection is called —.
12. The visible on the surface depends on the position of the viewer:
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:
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
18. ______ is a technique that uses a texture map to perturb the normal vector at each pixel.
21. The interpolation of lighting values calculated at each vertex across the face of a triangle is known as:
22. The vector used to control lighting effects on an object's surface is called:
25. OpenGL is a:
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.
29. Diffuse reflection depends on calculating the convergence between the normal vector and:
31. The problem is due to the finite precision available for storing depth values in the shadow map known
as ___
32. The objects can be bound by different volumes according to its shape such as _______
39. Sends data over to the GPU once, and then tells OpenGL to draw multiple objects using this data with
a single drawing call:
40. Packing multiple sprites into a single texture to avoid wasting memory:
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:
44. The 3D concepts for any object can be measurements in _____ directions, or dimensions.
50. _____ Most computer games involve characters that move around in a fluid (easy and continuous
manner.
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) Every frame during runtime. B) Once at the beginning of the game after Awake().
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?
C) Starting the preview and testing the game D) Maximizing the window
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
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
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
D) Displaying code
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?
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.
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?
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?
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?
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.
32. Draw a figure illustrating the Component of Modern Computer Animation Production.
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