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.
What is the smallest addressable element of a digital raster image called?
2Which 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?
4In the RGB color model, combining red, green, and blue light at full intensity produces which color?
5Which color model is primarily designed for physical, ink-based printing?
6What does "bit depth" determine for a digital image?
7Which format is best for a logo that must scale to any size while keeping perfectly sharp edges?
8What is the fundamental difference between vector graphics and raster graphics?
9In animation and video, what does "frame rate" measure?
10Which best describes "anti-aliasing" in computer graphics?
11What is a "vertex" in the context of 3D graphics?
12What is the primary purpose of "texture mapping" in 3D graphics?
13Which of the following image formats commonly uses lossy compression?
14GIF (Graphics Interchange Format) is most commonly associated with which use case?
15What does "rendering" mean in computer graphics?
16Which transformation moves an object to a new location without altering its shape, size, or orientation?
17Which transformation is used to enlarge or shrink an object?
18What does a "rotation" transformation do to an object?
19What characterizes an "orthographic projection"?
20What is the defining characteristic of "perspective projection"?
21What is the main goal of compression in multimedia files?
22What is the key distinction between lossy and lossless compression?
23What is a "codec" in the context of multimedia?
24What does "sampling rate" describe in digital audio?
25Which of these best describes working with vector graphics?
26What role does a "frame buffer" play in a graphics system?
27What term describes the illusion of motion produced by quickly displaying a sequence of slightly different still images?
28In the HSV color model, what does the "H" stand for?
29Which hardware component is mainly responsible for accelerating graphics rendering?
30What does "aspect ratio" describe for an image, video, or screen?
31In multimedia systems, what does "synchronization" mainly refer to?
32What does "rasterization" mean in computer graphics?
33How is "3D modeling" best defined?
34What is the role of a "light source" within a 3D scene?
35Which statement best defines "streaming" in multimedia delivery?
36What is the typical purpose of "keyframes" in animation workflows?
37Which of these statements best describes "shading" in computer graphics?
38Why are vector graphics often preferred over raster graphics for logos and icons?
39Approximately how many distinct colors can a 24-bit-per-pixel ("true color") image represent?
40What is the role of a "scanner" in a typical multimedia production workflow?
Which operation is used to combine several 2D transformations — translation, rotation, scaling — into a single transformation?
2Why are "homogeneous coordinates" used for 2D and 3D transformations in graphics?
3In a standard 2D rotation matrix, which functions are used to rotate a point by an angle θ?
4What occurs during "perspective division" in the 3D rendering pipeline?
5What is the main role of "z-buffering" (depth buffering) during rendering?
6How does "Gouraud shading" compute the appearance of a polygon's surface?
7How does "Phong shading" generally improve on "Gouraud shading"?
8What problem does "mipmapping" solve in texture mapping?
9What is a common use of "Bézier curves" in graphics and animation?
10What does "tweening" (in-betweening) accomplish in animation production?
11Why is the YCbCr (or YUV) color model frequently chosen for video compression?
12What does "chroma subsampling" do during video compression?
13How do intra-frame and inter-frame video compression fundamentally differ?
14What purpose does a "scene graph" serve in a 3D graphics application?
15What does "back-face culling" achieve during 3D rendering?
16In a typical rendering pipeline, what generally happens right after vertices are transformed?
17What is "alpha compositing" used for when working with images and video?
18What is the central idea behind "run-length encoding" (RLE) as a compression scheme?
19Why is the Discrete Cosine Transform (DCT) significant to JPEG compression?
20What makes PNG a better choice than JPEG for images containing sharp edges and text?
21What does "ray casting" involve in the context of rendering?
22How does bilinear interpolation improve texture sampling compared to nearest-neighbor sampling?
23What problem does "gamma correction" address when displaying images?
24What does "clipping" accomplish within the rendering pipeline?
25What visual artifact does "double buffering" help prevent during animation playback?
26What is the goal of "level of detail" (LOD) techniques in real-time 3D graphics?
27What role do "vertex normals" play in shading calculations?
28How does "supersampling" anti-aliasing (SSAA) reduce jagged edges?
29What is the purpose of "tessellation" in 3D graphics pipelines?
30What is the main job of a "vertex shader" in the modern graphics pipeline?
31What does a "fragment shader" (pixel shader) primarily compute in the rendering pipeline?
32What does "morphing" achieve in computer animation?
33How does "bandwidth" primarily impact a streaming multimedia system?
34What is "adaptive bitrate streaming"?
35In the HSV color model, what effect does increasing the "value" component have?
36Why might a designer convert artwork from RGB to CMYK before sending it to a commercial printer?
37What was the purpose of "interlacing" in older analog and digital video formats?
38What does "normal mapping" achieve when applied to a 3D surface?
39What is the primary advantage of "deferred shading" over traditional forward rendering when a scene contains many dynamic lights?
40What is the goal of "ambient occlusion" techniques in rendering?
What is the fundamental difference between ray tracing and rasterization as approaches to rendering 3D scenes?
2In recursive (Whitted-style) ray tracing, what happens when a primary ray strikes a reflective or transparent surface?
3What problem does "radiosity" mainly aim to solve in global illumination rendering?
4What is the central idea behind the "rendering equation" introduced by Kajiya?
5What role does a "BRDF" (Bidirectional Reflectance Distribution Function) play in physically based rendering?
6How does "path tracing" extend ray tracing to achieve more accurate global illumination?
7What problem does a "BVH" (Bounding Volume Hierarchy) solve when accelerating ray tracing?
8What advantage does the SIMT (Single Instruction, Multiple Threads) execution model give a GPU for graphics workloads?
9How does "deferred shading" address the challenge of rendering scenes that contain many dynamic light sources?
10What is the core idea behind wavelet-based image compression, as used in formats like JPEG 2000?
11In motion-compensated video compression, what is the role of a "motion vector"?
12What distinguishes "physically based rendering" (PBR) material models from earlier ad hoc shading models such as classic Phong?
13How does "ambient occlusion" contribute to the realism of a rendered scene?
14What problem does "temporal anti-aliasing" (TAA) try to solve, and how does it generally work?
15What problem does the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard primarily address?
16What is "subsurface scattering," and why does it matter for rendering materials such as skin, wax, or marble?
17What is the central idea behind deep-learning-based super-resolution techniques (such as DLSS) used in real-time rendering?
18What is a key limitation of "screen space reflections" (SSR) compared with ray-traced reflections?
19What problem does "color gamut mapping" address when content is converted between color spaces, such as from sRGB to a wider-gamut display?
20In real-time rendering, what does "frustum culling" achieve when paired with spatial-partitioning structures like octrees or BSP trees?