Computer Science
455
Instructor:
R. P. Burton
Third Quiz
February 19-20,
2008
Name _________________________________________ Score
____________/39
- A pixel mask, such
as 10 pixels on and 5 pixels off, would be suitable (and uniform) for
“texturing” line segments with arbitrary endpoints.
(b)
- When a curve is
scan-converted for a raster device, the result is always a polyline.
(a)
- Soft fill provides
- uniform surface
color
- a mixing with white
light to achieve a pastel effect
- a mixing with background
color(s)
- a hollow interior
(c)
- Which of the following
is NOT a fill style?
- solid
- hollow
- patterned
- (all of these are
fill styles)
(d)
- If the boundary
is 4-connected, the fill style should be ___; if the boundary is 8-connected,
the fill style should be ___.
(c)
- Boundary fill colors
anything that is not boundary, whereas flood fill replaces an existing
color.
(a)
- Either boundary
fill or flood fill can use a 4 or 8 style, or can fill sections of scan
lines (above and below).
(a)
- Filling sections
of scan lines (above and below) requires convex polygons with no holes.
(b)
- Aliasing has been
described as distortion of information due to a low sampling rate.
(a)
- Antialiasing does
not actually solve the aliasing problem; it merely makes it less of
a problem.
(a)
- Supersampling sometimes
is called postfiltering, since intensities are computed and then combined.
(a)
- Which is likely
to be a more accurate method for antialisaing?
- supersampling with
a 4x4 subpixel grid
- area sampling
- pixel phasing
(b)
- All of the following
can be provided in software EXCEPT
- supersampling
- area sampling
- pixel phasing
- (no exceptions here)
(c)
- Antialiasing is
achieved by
- supersampling
- area sampling
- either supersampling
or area sampling
(c)
- What is the function
of bundled attributes?
- to make sure that
all attributes are specified
- to provide an interpretation
of all attributes for each output device
- to provide compatible
attributes
(b)
- Transformations
used to achieve animation are likely to be referred to as
- modeling transformations
- geometric transformations
(b)
- Which of the following
cannot be represented as a matrix operation?
- 2D translation
- 2D rotation
- 2D scaling
- (all can be represented
as a matrix operation)
(d)
- Scaling affects
- dimensions of shapes
- offsets of shapes
(relative to the origin, for example)
- both dimensions
and offsets
(c)
- In the context
of transformations, what is the primary reason for using homogeneous
coordinates?
- To do transformations
in 3, or even 4 dimensions
- To accommodate translation,
rotation, and scaling in a single n x n matrix
- To accommodate output
devices with different aspect ratios
(b)
- A point in 2D space
maps uniquely to only one point in 3D homogeneous coordinate space.
(b)
- To invert a translation,
rotation, or scaling matrix, simply invert each element of the matrix.
(b)
- Suppose M = ABCD,
where A, B, C, and D are individual transformation matrices. What
is M-1?
- DCBA?
- A-1B-1C-1D-1
- D-1C-1B-1A-1
- None of the above
(c)
- When three matrices
are composed to provide rotation about an arbitrary point and the composed
matrix is applied to the data describing the shape to be rotated, the
arbitrary point is translated to the origin, the rotation occurs about
the origin, and the arbitrary point is returned to its original position.
(b)
- Which matrix is
adjacent to (“next to”) the original data for rotation about an
arbitrary point?
- the matrix taking
the arbitrary point to the origin
- the matrix containing
the rotation angle
- the matrix returning
the arbitrary point to its original position
- (it doesn’t matter)
(a)
- To realize the
composite matrix described in the previous question, the values of ___
matrix elements need to be determined (assuming the operations are taking
place in the xy-plane).
(b)
- Reflection can
take place across any of the following except
- a line not passing
through the origin
- a line not parallel
to a principal axis
- a point
- (no exceptions here)
(d)
- In 2D, the x coordinate
typically is sheared based on the ___ coordinate(s), and the y coordinate
is sheared based in the ___ coordinate(s).
(b)
- To invert a shearing
based on the y coordinate,
- shear again based
on the y coordinate, but with the negative of the shearing factor
- shear again based
on the y coordinate, but with the inverse of the shearing factor
- shear again based
on the x coordinate, but with the negative of the shearing factor
- shear again based
on the x coordinate, but with the inverse of the shearing factor
- (none of these will
invert the shearing)
(a)
- To do a “pix
block transfer” (i.e. translation) start with a scan line containing
- an overlapped corner
of the source rectangle
- an overlapped corner
of the destination rectangle
- an overlapped corner
of the source rectangle and the destination rectangle
- no corners
(a)
- Suppose the data
is described relative to coordinate system A, but we would like to have
it described relative to coordinate system B. The appropriate
transformation to apply to the data maps coordinate frame ____.
- A onto coordinate
frame B
- B onto coordinate
frame A
(b)
- An arbitrary composable
matrix for 3D translation always has ____ elements with the value
of zero.
- 3
- 6
- 9
- 12
- none of the above
(c)
- An arbitrary composable
matrix for 3D scaling always has ___ elements with the value of
zero.
- 3
- 6
- 9
- 12
- none of the above
(d)
- A arbitrary composable
matrix for 3D rotation (about a principal axis) always has ____
elements with the value of zero.
- 3
- 6
- 9
- 12
- none of the above
(e)
- A arbitrary composed
matrix representing translation, scaling, rotation, reflection, and
shearing in 3D always has ____ elements with the value of zero.
- no
- 3
- 6
- 9
- 12
- none of the above
(b)
- Reflection in 3D
can occur across any of the following EXCEPT
- a line not passing
through the origin
- a line not parallel
to a principal axis
- a point
- a plane
- (no exceptions here)
(e)
- Shearing in 3D
always is uniform in at least two dimensions.
(b)
- The x-axis points
up, the y-axis points right, and the z axis points out. Rotation
is counterclockwise about the z-axis. Where is the minus sign?
- on the first row
- on the second row
- on the third row
- can’t say in general
(b)
- To rotate about
an arbitrary axis in 3D, how many matrices typically are composed?
(c)
- To transform from
an arbitrary 3D coordinate system to another arbitrary 3D coordinate
system, how many matrices are composed?
- 2 or less
- 3 or 4
- 5 or 6
- 7 or 8
- 9 or more
(c)