Er. Tayari

Chapter 6: Computer Graphics and Multimedia System: MCQ Practice for the NEC License Exam (AItE)

This chapter contributes 10 of the 100 questions in the IT Engineering license exam. Below are its subtopics, what is usually tested, and 12 free sample questions with answers and explanations.

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Subtopics in this chapter

  • 6.1Introduction of computer graphics
  • 6.2Two and three-dimensional transformations
  • 6.33D Objects representation, and visible surface detections
  • 6.4Illumination models and surface rendering
  • 6.5Introduction to multimedia
  • 6.6Data compression, user interfaces and multimedia application

What is usually tested

Graphics questions cover raster and random-scan displays, line and circle drawing algorithms, area filling, 2D and 3D transformations, window-to-viewport mapping, projections, clipping algorithms, Bezier and spline curves, visible-surface methods such as the Z-buffer, and illumination and shading models. Multimedia questions ask about media types, audio and MIDI, image and video formats, animation, and compression with JPEG and MPEG.

Sample questions with answers

Choose an answer to check it, or open "Show answer". These 12 are taken from the 103 questions for this chapter in the practice bank.

  1. 016.1 Introduction of computer graphics

    In a raster-scan display system, the picture definition is stored as a set of intensity values in the:

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    Answer: A. Frame buffer

    A raster system keeps the intensity of every screen point in the frame (refresh) buffer and repaints the screen from it.

  2. 026.1 Introduction of computer graphics

    A random-scan (vector) display produces a picture by:

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    Answer: B. Directing the electron beam only along the lines that make up the picture

    A random-scan system draws one line at a time, in any order, from a list of line-drawing commands.

  3. 036.2 Two and three-dimensional transformations

    Which basic transformation repositions an object along a straight-line path without changing its size, shape or orientation?

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    Answer: A. Translation

    Translation adds the same displacement to every point, so the object moves rigidly.

  4. 046.2 Two and three-dimensional transformations

    A scaling transformation that uses the same scaling factor in every coordinate direction is called:

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    Answer: B. Uniform scaling

    Equal scaling factors keep the object's proportions; unequal factors give differential scaling.

  5. 056.3 3D Objects representation, and visible surface detections

    For a polygon lying in the plane Ax + By + Cz + D = 0, the surface normal is given by the vector:

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    Answer: C. (A, B, C)

    The coefficients A, B and C of the plane equation are the components of a vector normal to the plane.

  6. 066.3 3D Objects representation, and visible surface detections

    Blobby-object models are most suitable for representing:

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    Answer: D. Non-rigid shapes such as water droplets, muscles and melting objects

    Blobby objects change shape and blend when they come close, so they are modelled with density functions rather than fixed surfaces.

  7. 076.4 Illumination models and surface rendering

    In an illumination model, ambient light represents:

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    Answer: D. Uniform background light that results from many reflections in the scene

    Ambient light has no direction; it lights every surface equally and stands for the combined reflections from the surroundings.

  8. 086.4 Illumination models and surface rendering

    For an ideal diffuse (Lambertian) surface, the reflected intensity depends on the angle between the surface normal and the:

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    Answer: A. Direction to the light source

    Diffuse light is scattered equally in all directions, so it depends on the light direction but not on the viewing direction.

  9. 096.5 Introduction to multimedia

    By the usual technical definition, a multimedia system must be able to process at least:

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    Answer: A. One continuous (time-dependent) and one discrete (time-independent) medium

    A multimedia system is characterised by the integrated, computer-controlled handling of both continuous and discrete media.

  10. 106.5 Introduction to multimedia

    Which of the following is a discrete (time-independent) medium?

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    Answer: B. A still image

    Text and still images do not change with time; audio, video and animation are continuous media.

  11. 116.6 Data compression, user interfaces and multimedia application

    Which class of compression techniques is lossless and ignores the meaning (semantics) of the data being compressed?

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    Answer: B. Entropy coding

    Entropy coding treats the data as a plain sequence of symbols; source coding uses knowledge about the kind of signal.

  12. 126.6 Data compression, user interfaces and multimedia application

    Which of the following is an entropy-coding technique?

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    Answer: C. Huffman coding

    Huffman, run-length and arithmetic coding are entropy coders; DCT, DPCM and sub-band coding are source-coding techniques.

Practise this chapter

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