Two Dimensional Viewing MCQ Quiz - Objective Question with Answer for Two Dimensional Viewing - Download Free PDF

Last updated on Apr 30, 2025

Latest Two Dimensional Viewing MCQ Objective Questions

Two Dimensional Viewing Question 1:

Arrange the 2-D viewing transformation pipeline.

A. Convert world-coordinates to viewing coordinates

B. Map viewing coordinates to normalized viewing coordinates using window - viewpoint specifications

C. Construct world - coordinates scene using modeling - coordinates transformations

D. Map normalized viewpoint to device coordinates

Choose the correct answer from the options given below:

  1. D, C, B, A
  2. D, C, A, B
  3. D, A, B, D
  4. B, C, A, D

Answer (Detailed Solution Below)

Option 1 : D, C, B, A

Two Dimensional Viewing Question 1 Detailed Solution

The correct answer is Option 1.

key-point-image Key Points

  • The correct sequence for the 2-D viewing transformation pipeline is:
    • D. Map normalized viewpoint to device coordinates
    • C. Construct world-coordinates scene using modeling-coordinates transformations
    • B. Map viewing coordinates to normalized viewing coordinates using window - viewpoint specifications
    • A. Convert world-coordinates to viewing coordinates
  • This sequence ensures that the scene is first constructed in world coordinates, then converted to viewing coordinates.
  • Next, the coordinates are mapped to normalized viewing coordinates, and finally, they are mapped to device coordinates for display.

additional-information-image Additional Information

  • Understanding the 2-D viewing transformation pipeline is essential for computer graphics and visualization.
  • This process helps in accurately rendering a 2-D scene from world coordinates to device coordinates.
  • Each step in the pipeline ensures that the transformations are applied correctly to maintain the integrity of the visual representation.
  • Proper handling of transformations avoids distortions and maintains the correct aspect ratio of the graphical objects.

Two Dimensional Viewing Question 2:

Which of the following is a multimedia authoring tool?

  1. Microsoft Word
  2. Adobe Photoshop
  3. Adobe Flash
  4. More than one of the above
  5. None of the above

Answer (Detailed Solution Below)

Option 3 : Adobe Flash

Two Dimensional Viewing Question 2 Detailed Solution

The correct answer is Adobe Flash.

key-point-image Key Points
  • Adobe Flash is a multimedia authoring tool used to create content such as animations, games, and interactive applications.
  • It was widely used to produce web applications, mobile applications, and embedded web browser video players.
  • Adobe Flash files have the .swf file extension and can be played in Adobe Flash Player.
  • Flash supports vector graphics, raster graphics, and a scripting language called ActionScript.
  • It allows designers to create rich multimedia content with relatively small file sizes.
additional-information-image Additional Information
  • Adobe Flash was originally developed by Macromedia before being acquired by Adobe Systems.
  • Despite its popularity, Flash faced criticism for security vulnerabilities and high resource consumption.
  • Modern web standards like HTML5, CSS3, and JavaScript have largely replaced Flash for creating multimedia content.
  • Adobe officially ended support for Flash Player on December 31, 2020

Two Dimensional Viewing Question 3:

Rearrange steps involved in two dimensional viewing transformation.

I. Map normalized viewport to device Co-ordinates

II. Convert world co-ordinate to viewing co-ordinates

III. Construct world – co-ordinate scene using modeling coordinate transformation

IV. Map viewing co-ordinates to normalized viewing co-ordinates using window-viewportspecification

  1. II → III → IV → I
  2. III → II → I → IV
  3. I→ II → IV → III
  4. III → II → IV → I

Answer (Detailed Solution Below)

Option 4 : III → II → IV → I

Two Dimensional Viewing Question 3 Detailed Solution

Correct answer is III → II → IV → I

Important PointsSteps of two dimensional viewing transformation:-

  1. Construct world – co-ordinate scene using modeling coordinate transformation
  2. Convert world co-ordinate to viewing co-ordinates
  3. Map viewing co-ordinates to normalized viewing co-ordinates using window-viewportspecification. 
  4. Map normalized viewport to device Co-ordinates

F2 Madhuri Engineering 17.03.2023 D11

F2 Madhuri Engineering 17.03.2023 D12

Two Dimensional Viewing Question 4:

A frame buffer array is addressed in row-major order for a monitor with pixel locations starting from (0, 0) and ending with (100, 100). What is address of the pixel (6, 10) ? Assume one bit storage per pixel and starting pixel location is at 0.

  1. 1016
  2. 1006
  3. 610
  4. 616

Answer (Detailed Solution Below)

Option 4 : 616

Two Dimensional Viewing Question 4 Detailed Solution

The correct answer is “option 4”.

CONCEPT:

A special area of memory dedicated to graphics in raster scan display is known as a frame buffer.

It is also known as a Refresh buffer.

This memory area holds a set of intensity values for all screen points.

Each screen point is known as a “pixel”.

These stored intensity values are retrieved from the frame buffer & displayed one row or scan line at a time on screen.

CALCULATION:

The frame buffer array is addressed in row-major order with pixel location from: (0, 0) to (100, 100).

Since the frame buffer is addressed in row-major order and there is one bit storage per pixel, the address of pixel (x,y) would be:

address = y * (number of pixels per row) + x

Since the pixel locations start from (0,0) and end with (100,100), the number of pixels per row would be 101 (since there are 101 pixels from 0 to 100 inclusive in each row).

Using this formula, the address of pixel (6,10) would be:

address = 6 * 101 + 10 = 616

Therefore, the address of pixel (6,10) would be 616.

Hence, the correct answer is “option 4”.

Two Dimensional Viewing Question 5:

How much memory is required to implement z-buffer algorithm for a 512 × 512 × 24 bit-plane image

  1. 768 KB
  2. 1 MB
  3. 1.5 MB
  4. 2 MB

Answer (Detailed Solution Below)

Option 3 : 1.5 MB

Two Dimensional Viewing Question 5 Detailed Solution

Answer Option 3

Explanation

Z-buffer

  • Z-buffer is generally used for hidden surface detection. It is also known as the Depth-buffer method.
  • The time complexity is the number of pixels times the number of objects and the space complexity is two times the number of pixels because two arrays of pixels are required, one for the frame buffer and the other for the depth buffer.
  • These two buffers are used to store depth values and intensity of color respectively.


CALCULATION:

Memory required = 2 × 512 × 512 × 24 = 2 × 29 × 29 × 8 × 3 bits

= 2 × 2 × 3 × 220 bits = 12 M bits = 1.5 MB

Since 1 M = 220  and 1 byte = 8 bits

Top Two Dimensional Viewing MCQ Objective Questions

The easiest method in Flash to draw a heptagon is to use the _____.

  1. Polygon Tool. 
  2. Polystar Tool with the "Star" style. 
  3. Lasso Tool with the "Create star" option. 
  4. Polystar tool with the "Polygon" style.

Answer (Detailed Solution Below)

Option 4 : Polystar tool with the "Polygon" style.

Two Dimensional Viewing Question 6 Detailed Solution

Download Solution PDF

Concept:

Polygon tool is used to draw a polygon, triangle, hexagon, octagon or star shape using the handles.

Explanation:

Steps to draw a heptagon in flash:

  1. Click and hold the rectangle tool in toolbar and then point to polystar tool.
  2.  Click Options in the property
  3. Click style pop up and then select polygon or star
  4. Enter the value for the number of slides. We can create an object with up to 32 sides.
  5. then click ok.

Anti-aliasing is important to improve the readability of text. It deals with the:

  1. Spacing between two individual characters.
  2. Spacing of a group of characters.
  3. Underlining of letters.
  4. Elimination of "jaggies".

Answer (Detailed Solution Below)

Option 4 : Elimination of "jaggies".

Two Dimensional Viewing Question 7 Detailed Solution

Download Solution PDF

Concept:

Anti-aliasing is a technique of reducing the aliasing i.e. elimination of jaggies or blocked patterns when we try to represent a high resolution image at a lower resolution.

Explanation:

Aliasing is an effect due to which smooth curves are jagged across the edges because the resolution of the graphic is not high enough to represent the smooth curve. So, anti-aliasing is needed to reduce this effect. 

  • With anti-aliasing curved lines can be made smooth again with the use of discoloration to the edges of the image.
  • One solution to remove aliasing is to increase the resolution.
  • Another solution is to add digital filtration to the image at high resolution. It is known as post-filtering. One another method is pre-filtering. 

Rearrange steps involved in two dimensional viewing transformation.

I. Map normalized viewport to device Co-ordinates

II. Convert world co-ordinate to viewing co-ordinates

III. Construct world – co-ordinate scene using modeling coordinate transformation

IV. Map viewing co-ordinates to normalized viewing co-ordinates using window-viewportspecification

  1. II → III → IV → I
  2. III → II → I → IV
  3. I→ II → IV → III
  4. III → II → IV → I

Answer (Detailed Solution Below)

Option 4 : III → II → IV → I

Two Dimensional Viewing Question 8 Detailed Solution

Download Solution PDF

Correct answer is III → II → IV → I

Important PointsSteps of two dimensional viewing transformation:-

  1. Construct world – co-ordinate scene using modeling coordinate transformation
  2. Convert world co-ordinate to viewing co-ordinates
  3. Map viewing co-ordinates to normalized viewing co-ordinates using window-viewportspecification. 
  4. Map normalized viewport to device Co-ordinates

F2 Madhuri Engineering 17.03.2023 D11

F2 Madhuri Engineering 17.03.2023 D12

How much memory is required to implement z-buffer algorithm for a 512 × 512 × 24 bit-plane image

  1. 768 KB
  2. 1 MB
  3. 1.5 MB
  4. 2 MB

Answer (Detailed Solution Below)

Option 3 : 1.5 MB

Two Dimensional Viewing Question 9 Detailed Solution

Download Solution PDF

Answer Option 3

Explanation

Z-buffer

  • Z-buffer is generally used for hidden surface detection. It is also known as the Depth-buffer method.
  • The time complexity is the number of pixels times the number of objects and the space complexity is two times the number of pixels because two arrays of pixels are required, one for the frame buffer and the other for the depth buffer.
  • These two buffers are used to store depth values and intensity of color respectively.


CALCULATION:

Memory required = 2 × 512 × 512 × 24 = 2 × 29 × 29 × 8 × 3 bits

= 2 × 2 × 3 × 220 bits = 12 M bits = 1.5 MB

Since 1 M = 220  and 1 byte = 8 bits

Arrange the 2-D viewing transformation pipeline.

A. Convert world-coordinates to viewing coordinates

B. Map viewing coordinates to normalized viewing coordinates using window - viewpoint specifications

C. Construct world - coordinates scene using modeling - coordinates transformations

D. Map normalized viewpoint to device coordinates

Choose the correct answer from the options given below:

  1. D, C, B, A
  2. D, C, A, B
  3. D, A, B, D
  4. B, C, A, D

Answer (Detailed Solution Below)

Option 1 : D, C, B, A

Two Dimensional Viewing Question 10 Detailed Solution

Download Solution PDF

The correct answer is Option 1.

key-point-image Key Points

  • The correct sequence for the 2-D viewing transformation pipeline is:
    • D. Map normalized viewpoint to device coordinates
    • C. Construct world-coordinates scene using modeling-coordinates transformations
    • B. Map viewing coordinates to normalized viewing coordinates using window - viewpoint specifications
    • A. Convert world-coordinates to viewing coordinates
  • This sequence ensures that the scene is first constructed in world coordinates, then converted to viewing coordinates.
  • Next, the coordinates are mapped to normalized viewing coordinates, and finally, they are mapped to device coordinates for display.

additional-information-image Additional Information

  • Understanding the 2-D viewing transformation pipeline is essential for computer graphics and visualization.
  • This process helps in accurately rendering a 2-D scene from world coordinates to device coordinates.
  • Each step in the pipeline ensures that the transformations are applied correctly to maintain the integrity of the visual representation.
  • Proper handling of transformations avoids distortions and maintains the correct aspect ratio of the graphical objects.

A frame buffer array is addressed in row-major order for a monitor with pixel locations starting from (0, 0) and ending with (100, 100). What is address of the pixel (6, 10) ? Assume one bit storage per pixel and starting pixel location is at 0.

  1. 1016
  2. 1006
  3. 610
  4. 616

Answer (Detailed Solution Below)

Option 4 : 616

Two Dimensional Viewing Question 11 Detailed Solution

Download Solution PDF

The correct answer is “option 4”.

CONCEPT:

A special area of memory dedicated to graphics in raster scan display is known as a frame buffer.

It is also known as a Refresh buffer.

This memory area holds a set of intensity values for all screen points.

Each screen point is known as a “pixel”.

These stored intensity values are retrieved from the frame buffer & displayed one row or scan line at a time on screen.

CALCULATION:

The frame buffer array is addressed in row-major order with pixel location from: (0, 0) to (100, 100).

Since the frame buffer is addressed in row-major order and there is one bit storage per pixel, the address of pixel (x,y) would be:

address = y * (number of pixels per row) + x

Since the pixel locations start from (0,0) and end with (100,100), the number of pixels per row would be 101 (since there are 101 pixels from 0 to 100 inclusive in each row).

Using this formula, the address of pixel (6,10) would be:

address = 6 * 101 + 10 = 616

Therefore, the address of pixel (6,10) would be 616.

Hence, the correct answer is “option 4”.

Two Dimensional Viewing Question 12:

On what factor does the quality of image depends?

  1. number of lines used by an image
  2. number of pixels used by an image
  3. number of resolutions used by an image
  4. size of the screen

Answer (Detailed Solution Below)

Option 2 : number of pixels used by an image

Two Dimensional Viewing Question 12 Detailed Solution

  • A pixel is the smallest addressable unit on the screen and the quality of an image depends on the number of pixels used by an image.
  • The higher the resolution of the image, the more will be the quality of the image.
  • As the resolution is defined by the number of pixels in the horizontal direction multiplied by the number of pixels in the vertical direction.
  • So, when the number of pixels increases, the quality of the image gets improved.

Two Dimensional Viewing Question 13:

The aspect ratio of an image describes the proportional relationship between its _____ and its _____.

  1. length, breadth
  2. width, depth
  3. width, height
  4. breadth, height

Answer (Detailed Solution Below)

Option 3 : width, height

Two Dimensional Viewing Question 13 Detailed Solution

The aspect ratio of an image describes the proportional relationship between its width and its height.

Aspect ratio = \(\frac{{{\rm{width}}}}{{{\rm{height}}}}\)

If the resolution of an image is m × n

Then its aspect ratio will be m:n.

Standard aspect ratio for an image is 4 : 3.

(Resolution is defined as = number of pixels in horizontal direction × number of pixels in vertical direction)

Two Dimensional Viewing Question 14:

Which of the following is NOT a type of multimedia authoring tool?

  1. Time based
  2. Card based
  3. Sound based
  4. Icon based

Answer (Detailed Solution Below)

Option 3 : Sound based

Two Dimensional Viewing Question 14 Detailed Solution

Answer: Option 3

Concept

Multimedia authoring tool

Multimedia authoring is a process of assembling different types of media contents like text, audio, image, animations, and video as a single stream of information with the help of various software tools available in the market. 

Classification of Multimedia authoring tools:
1. Card or Page based authoring tools
2. Icon based or Event-driven authoring tools
3. Time-based authoring tools
4. Object-Oriented authoring tools

Two Dimensional Viewing Question 15:

The easiest method in Flash to draw a heptagon is to use the _____.

  1. Polygon Tool. 
  2. Polystar Tool with the "Star" style. 
  3. Lasso Tool with the "Create star" option. 
  4. Polystar tool with the "Polygon" style.

Answer (Detailed Solution Below)

Option 4 : Polystar tool with the "Polygon" style.

Two Dimensional Viewing Question 15 Detailed Solution

Concept:

Polygon tool is used to draw a polygon, triangle, hexagon, octagon or star shape using the handles.

Explanation:

Steps to draw a heptagon in flash:

  1. Click and hold the rectangle tool in toolbar and then point to polystar tool.
  2.  Click Options in the property
  3. Click style pop up and then select polygon or star
  4. Enter the value for the number of slides. We can create an object with up to 32 sides.
  5. then click ok.
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