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Computer Graphics & Multimedia MCQ

Test your Computer Graphics & Multimedia knowledge with 100 multiple choice questions covering fundamentals to advanced concepts, with instant feedback and explanations.

100 Questions 40 Beginner 40 Intermediate 20 Advanced
1

What is the smallest addressable element of a digital raster image called?

2

Which of these file formats stores images as a grid of pixels rather than mathematical shapes?

3

"Resolution" of a digital image refers to which of the following?

4

In the RGB color model, combining red, green, and blue light at full intensity produces which color?

5

Which color model is primarily designed for physical, ink-based printing?

6

What does "bit depth" determine for a digital image?

7

Which format is best for a logo that must scale to any size while keeping perfectly sharp edges?

8

What is the fundamental difference between vector graphics and raster graphics?

9

In animation and video, what does "frame rate" measure?

10

Which best describes "anti-aliasing" in computer graphics?

11

What is a "vertex" in the context of 3D graphics?

12

What is the primary purpose of "texture mapping" in 3D graphics?

13

Which of the following image formats commonly uses lossy compression?

14

GIF (Graphics Interchange Format) is most commonly associated with which use case?

15

What does "rendering" mean in computer graphics?

16

Which transformation moves an object to a new location without altering its shape, size, or orientation?

17

Which transformation is used to enlarge or shrink an object?

18

What does a "rotation" transformation do to an object?

19

What characterizes an "orthographic projection"?

20

What is the defining characteristic of "perspective projection"?

21

What is the main goal of compression in multimedia files?

22

What is the key distinction between lossy and lossless compression?

23

What is a "codec" in the context of multimedia?

24

What does "sampling rate" describe in digital audio?

25

Which of these best describes working with vector graphics?

26

What role does a "frame buffer" play in a graphics system?

27

What term describes the illusion of motion produced by quickly displaying a sequence of slightly different still images?

28

In the HSV color model, what does the "H" stand for?

29

Which hardware component is mainly responsible for accelerating graphics rendering?

30

What does "aspect ratio" describe for an image, video, or screen?

31

In multimedia systems, what does "synchronization" mainly refer to?

32

What does "rasterization" mean in computer graphics?

33

How is "3D modeling" best defined?

34

What is the role of a "light source" within a 3D scene?

35

Which statement best defines "streaming" in multimedia delivery?

36

What is the typical purpose of "keyframes" in animation workflows?

37

Which of these statements best describes "shading" in computer graphics?

38

Why are vector graphics often preferred over raster graphics for logos and icons?

39

Approximately how many distinct colors can a 24-bit-per-pixel ("true color") image represent?

40

What is the role of a "scanner" in a typical multimedia production workflow?

1

Which operation is used to combine several 2D transformations — translation, rotation, scaling — into a single transformation?

2

Why are "homogeneous coordinates" used for 2D and 3D transformations in graphics?

3

In a standard 2D rotation matrix, which functions are used to rotate a point by an angle θ?

4

What occurs during "perspective division" in the 3D rendering pipeline?

5

What is the main role of "z-buffering" (depth buffering) during rendering?

6

How does "Gouraud shading" compute the appearance of a polygon's surface?

7

How does "Phong shading" generally improve on "Gouraud shading"?

8

What problem does "mipmapping" solve in texture mapping?

9

What is a common use of "Bézier curves" in graphics and animation?

10

What does "tweening" (in-betweening) accomplish in animation production?

11

Why is the YCbCr (or YUV) color model frequently chosen for video compression?

12

What does "chroma subsampling" do during video compression?

13

How do intra-frame and inter-frame video compression fundamentally differ?

14

What purpose does a "scene graph" serve in a 3D graphics application?

15

What does "back-face culling" achieve during 3D rendering?

16

In a typical rendering pipeline, what generally happens right after vertices are transformed?

17

What is "alpha compositing" used for when working with images and video?

18

What is the central idea behind "run-length encoding" (RLE) as a compression scheme?

19

Why is the Discrete Cosine Transform (DCT) significant to JPEG compression?

20

What makes PNG a better choice than JPEG for images containing sharp edges and text?

21

What does "ray casting" involve in the context of rendering?

22

How does bilinear interpolation improve texture sampling compared to nearest-neighbor sampling?

23

What problem does "gamma correction" address when displaying images?

24

What does "clipping" accomplish within the rendering pipeline?

25

What visual artifact does "double buffering" help prevent during animation playback?

26

What is the goal of "level of detail" (LOD) techniques in real-time 3D graphics?

27

What role do "vertex normals" play in shading calculations?

28

How does "supersampling" anti-aliasing (SSAA) reduce jagged edges?

29

What is the purpose of "tessellation" in 3D graphics pipelines?

30

What is the main job of a "vertex shader" in the modern graphics pipeline?

31

What does a "fragment shader" (pixel shader) primarily compute in the rendering pipeline?

32

What does "morphing" achieve in computer animation?

33

How does "bandwidth" primarily impact a streaming multimedia system?

34

What is "adaptive bitrate streaming"?

35

In the HSV color model, what effect does increasing the "value" component have?

36

Why might a designer convert artwork from RGB to CMYK before sending it to a commercial printer?

37

What was the purpose of "interlacing" in older analog and digital video formats?

38

What does "normal mapping" achieve when applied to a 3D surface?

39

What is the primary advantage of "deferred shading" over traditional forward rendering when a scene contains many dynamic lights?

40

What is the goal of "ambient occlusion" techniques in rendering?

1

What is the fundamental difference between ray tracing and rasterization as approaches to rendering 3D scenes?

2

In recursive (Whitted-style) ray tracing, what happens when a primary ray strikes a reflective or transparent surface?

3

What problem does "radiosity" mainly aim to solve in global illumination rendering?

4

What is the central idea behind the "rendering equation" introduced by Kajiya?

5

What role does a "BRDF" (Bidirectional Reflectance Distribution Function) play in physically based rendering?

6

How does "path tracing" extend ray tracing to achieve more accurate global illumination?

7

What problem does a "BVH" (Bounding Volume Hierarchy) solve when accelerating ray tracing?

8

What advantage does the SIMT (Single Instruction, Multiple Threads) execution model give a GPU for graphics workloads?

9

How does "deferred shading" address the challenge of rendering scenes that contain many dynamic light sources?

10

What is the core idea behind wavelet-based image compression, as used in formats like JPEG 2000?

11

In motion-compensated video compression, what is the role of a "motion vector"?

12

What distinguishes "physically based rendering" (PBR) material models from earlier ad hoc shading models such as classic Phong?

13

How does "ambient occlusion" contribute to the realism of a rendered scene?

14

What problem does "temporal anti-aliasing" (TAA) try to solve, and how does it generally work?

15

What problem does the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard primarily address?

16

What is "subsurface scattering," and why does it matter for rendering materials such as skin, wax, or marble?

17

What is the central idea behind deep-learning-based super-resolution techniques (such as DLSS) used in real-time rendering?

18

What is a key limitation of "screen space reflections" (SSR) compared with ray-traced reflections?

19

What problem does "color gamut mapping" address when content is converted between color spaces, such as from sRGB to a wider-gamut display?

20

In real-time rendering, what does "frustum culling" achieve when paired with spatial-partitioning structures like octrees or BSP trees?