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Current control of section 4 “Graphic editor 3D Studio Max”.

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Current control of section 4 “Graphic editor 3D Studio Max”.
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1. The section of computer graphics that covers algorithms and software for manipulating objects in three-dimensional space is:

a. vector graphics;

b. three-dimensional graphics;

c. raster graphics;

d. fractal graphics.

2. When using three-dimensional graphics, image synthesis is performed according to the algorithm, which generally includes the following stages:

a. creating a geometric model of the scene;

b. merging of the scene layers;

c. image coloring;

d. scene rendering.

3. 3D – graphics allows you to create:

a. commercials;

b. flat images;

c. special effects;

d. realistic characters.

4. The simplest geometric shapes connected to each other by common sides are:

a. polygons;

b. primitives;

c. splines;

d. slides.

5. The disadvantages of three-dimensional graphics, which should be considered when choosing tools for the development of your future graphics projects, can be conventionally considered:

a. less freedom in shaping the image;

b. high information content of separate screen zones;

c. increased requirements to computer hardware;

d. influence on viewer’s physical reactions.

6. Disadvantages of three-dimensional graphics, which should be considered when choosing means for development of your future graphic projects, can be conventionally considered

a. the effect on the viewer’s physical reactions;

b. the necessity of a great deal of preparatory work to create models of all objects in the scene;

c. the high informative value of some screen zones;

d. the necessity to control the relative position of the objects in the scene.

7. A set of objects, light sources and cameras positioned in a virtual space, as well as a description of the background, atmosphere and other attributes in 3D graphics is called a:

a. a polygon;

b. a grid; c. a scene; d. a map; e. a map;

c. scene;

d. wireframe.

8. A process in which the surface of an object is made up of primitives is a:

a. the creation of a 3D-object wireframe;

b.The “stretching” of the material forming the surface of the 3D-object onto the framework;

c. specifying the scene background;

d. rendering.

9. The process in which the selected material sets the main properties of the object surface: color, texture, transparency, etc. – is:

a. creating the frame of the 3D – object;

b. “stretching” the material forming the surface of the 3D-object on the frame;

c. specifying the scene background;

d. rendering.

10. The process in which the computer, using all the features of the scene, forms and displays the final image, which is recorded in a bitmap format file – this is:

a. creating a 3D object wireframe;

b. “stretching” the material forming the surface of the 3D object on the skeleton;

c. specifying the scene background;

d. rendering.

11. The main advantages, which the world of 3D images opens up, are:

a. high informativeness of individual screen zones;

b. high requirements to the computer hardware – RAM, processor speed, etc;

c. advantages in rotation of an object;

d. influence on physical reactions of the viewer.

12. The disadvantages of 3D-graphics can include:

a. high information content of certain areas of the screen;

b. high requirements to the computer hardware – RAM, processor speed, etc.;

c. the necessity of large time costs to create models of all the objects of a scene that can be in the field of view of the camera;

d. necessity to constantly monitor the relative position of objects in the scene.

13. To create three-dimensional graphics, special programs are used, which are called

a. raster graphics editors;

b. 3D-editors;

c. fractal graphics editors;

d. vector graphics editors.

14. The main types of projection used in three-dimensional editors are:

a. perpendicular;

b. parallel;

c. central;

d. symmetrical.

15. Parallel (axonometric). When constructing a projection of a three-dimensional object, its individual points are brought down to the projection plane by a parallel beam of rays, if used:

a. perpendicular projections;

b. parallel projections;

c. central projections;

d. symmetric projections.

16. Horizontal and vertical dimensions are not distorted, but dimensions characterizing the “depth” of an object are distorted if:

a. perpendicular projections;

b. parallel projections;

c. central projections;

d. symmetric projections.

17. When constructing a projection of a three-dimensional object, its individual points are brought down on the projection plane by a beam of rays emanating from a single point corresponding to the position of the observer’s eye, if used:

a. perpendicular projections;

b. parallel projections;

c. central projections;

d. symmetric projections.

18. All dimensions of an object are distorted if:

a. perpendicular projections;

b. parallel projections;

c. central projections;

d. symmetric projections.

19. The virtual space in which the user of a three-dimensional editor works is called:

a. polygon;

b. a grid;

c. a scene;

d. skeleton.

20. Any three-dimensional objects in the program are created based on:

a. complex shapes;

b. the simplest primitives;

c. drawing;

d. modeling.

21. Creating three-dimensional objects is called:

a. rendering;

b. drawing;

c. modeling;

d. visualization.

22. On personal computers, the following 3D graphics packages account for the bulk of the 3D graphics software market:

a. 3D – Studio Max;

b. Adobe Photoshop;

c. Maya;

d. Corel DRAW.

23. The advantages of the Blender editor are:

a. cross-platform;

b. the lack of extensive documentation;

c. the editor’s small size;

d. the ability to work on computers with weak system configurations.

24. The disadvantages of the Blender editor include:

a. public availability;

b. cross-platform;

c. lack of detailed documentation;

d. the editor’s small size.

25. The advantages of 3D-Studio Max are:

a. difficulty of mastering;

b. the availability of a large number of applications;

c. low system requirements;

d. a small basic set of modeling and animation tools.

26. The disadvantages of 3D-Studio Max are:

a. low system requirements;

b. the complexity of mastering;

c. the possibility of installing it on the computers of the average level;

d. a small basic set of modeling and animation tools.

27. The advantages of Maya are:

a. the program is difficult to learn;

b. huge opportunities for work in the film industry;

c. expensive;

d. openness to third-party tweaks.

28. The disadvantages of Maya are:

a. the program is difficult to learn;

b. it’s a great way to work in the film industry;

c. it’s expensive;

d. openness to third-party modifications.

29. A tool that allows you to slightly or quite strongly distort and distort the geometric shape of an object is called a. visualizer:

a. a visualizer;

b. a transformer; c. a modifier; d. a transformer;

c. a modifier; d. an editor;

d. editor.

30. The pros of VuexStearm are:

a. absolute realism of the image;

b. demanding on the power of the system configuration;

c. it takes a long time to create a model;

d. has an ecosystem simulation function.

31. The disadvantages of VuexStearm are:

a. is demanding on the power of the system configuration;

b. it is absolutely realistic;

c. it takes a long time to create a model;

d. has an ecosystem simulation function.

32. Sphere (sphere), GeoSphere (geosphere), Teapot (teapot), and Plane (plane) are primitives that belong to the class:

a. single-stage;

b. two-step;

c. three-step;

d. multi-step.

33. Box, Cylinder, Torus and Pyramid are primitives that belong to the class:

a. single-stage;

b. two-step; c. three-step;

c. three-step;

d. multi-step ones.

34. Cone and Tube are primitives that belong to the class:

a. single-stage;

b. two-stage; c. three-stage; d. multi-stage;

c. three-step;

d. multi-step ones.

35. The process of changing the appearance of an object to make it look realistic is called: a. texturing:

a. texturing;

b. modeling;

c. modifying;

d. visualization.

36. The process of rendering an object in three-dimensional space is called a:

a. texturing;

b. modeling;

c. modifying;

d. visualization.

37. What doesn’t include the modeling space?

a. material;

b. the light source;

c. a camera;

d. environment.

38. Which rendering technology does not exist?

a. Y-buffer;

b. ray tracing;

c. global illumination.

39. Without what is it possible to obtain 3D images?

a. without rendering;

b. without printing;

c. without modeling.

40. What is used to make the basic construction of 3D models?

a. spline;

b. points;

c. segments;

d. spirals.

41. Which Bézier curves do not exist?

a. cubic;

b. higher degrees;

c. lower degrees.

42. What kind of cutoff algorithms exist?

a. two-dimensional;

b. three-dimensional;

c. simple;

d. four-dimensional.

43. What is modeling?

a. creating a mathematical model of a scene and objects in it;

b. creating an image of the scene;

c. printing the scene into a file.

44. What is the floating horizon algorithm used for?

a. to simplify the image;

b. to align the horizon in the image;

c. to stabilize the image;

d. to remove invisible lines of three-dimensional feature representation.

45. Where is the Z-buffer used?

a. in RAM;

b. in OpenGL;

c. in the clipboard;

d. in pre-sorting by depth.

46. What is not a rendering system?

а. V-Ray;

b. Brazil;

c. Maxwell Render;

d. M-Ray.

47. Select the correct decoding of the 3D abbreviation:

a. 3 Doctors;

b. 3 Dimensions;

c. 3 Digitals;

d. 3 Diamonds.

48. Spheres of application of three-dimensional graphics:

a. in cinematography;

b. in the theater;

c. in the home;

d. in computer games.

49. Stages that are not used to produce a three-dimensional image on the plane are:

a. planning;

b. modeling;

c. algorithmization;

d. texturing;

e. animation;

f. dynamic simulation;

g. visualization;

h. mapping.

50. What do Omni light, Spot light, and Area light refer to?

a. to concepts related to colors;

b. to the types of light sources;

c. the types of 3D printers;

d. the types of lighting in a table lamp.

51. At this stage a mathematical (vector) spatial model is transformed into a flat (raster) picture:

a. algorithmization;

b. texturing;

c. modeling;

d. rendering.

52. Continue the phrase. Animation is… (more than one answer is possible):

a. simulation of motion among three-dimensional objects;

b. the science of graphics;

c. giving motion to a three-dimensional model;

d. art graphics;

e. fractal graphics;

е. 3D graphics.

53. A program for modeling relatively simple three-dimensional objects – buildings, furniture, interiors (owned by Trimble Navigation):

а. Adobe Photoshop;

b. Sketch Up;

c. Google 3D;

d. Corel 3D-Draw.

54. To create a realistic model of an object in 3D graphics use:

a. geometric primitives and spline surfaces;

b. calculating the trajectory of objects;

c. the resulting sequence of individual frames.

55. Painting surfaces by the Gourand method consists in the following:

a. the color of the primitive is calculated only in its vertices, then linearly interpolated over the surface;

b. the normal to the object as a whole is constructed, its vector is interpolated over the surface of the constituent primitives, and the illumination is calculated for each point;

c. the light leaving the surface at a particular point toward the observer is represented by the sum of the components multiplied by a factor related to the material and color of the surface at that point.

56. Painting surfaces by the Phong method is as follows:

a. the color of the primitive is calculated only at its vertices, then linearly interpolated over the surface;

b. the normal to the object as a whole is constructed, its vector is interpolated over the surface of the constituent primitives, and the illumination is calculated for each point;

c. the light leaving the surface at a particular point toward the observer is represented by the sum of the components multiplied by a factor related to the material and color of the surface at that point.

57. The texture array contains data:

a. the degree of transparency of the material; the refractive index; the component displacement coefficient; the color at each point, the color of the flare, its width and sharpness; the color of the diffuse light; the local deviations of the vectors from the normal;

b. about refracted light, light evenly scattered by the surface, specularly reflected light, glare, and the surface’s own glow;

c. about mutual influence on the boundaries of primitives, projected material, etc.

58. So-called dissolved light (Ambient Light) is:

a. analogous to a uniform light background;

b. analogue of the Sun;

c. analogue of an electric bulb.

59. Directed light source (Direct Light Source) has an analogue in life in the form of:

а. The sun;

b. an electric light bulb;

c. a spotlight.

60. Rendering and visualization:

a. they are equivalent concepts;

b. the terms are not related to each other in any way;

c. rendering is a component of visualization.

Answers

№ вопроса№ ответа№ вопроса№ ответа№ вопроса№ ответа№ вопроса№ ответа
1.  a2.  a,d3.  a,c,d4.  b
5.  a,c6.  b,d7.  c8.  a
9.  b10.                        d11.                        a,c,d12.                        b,c,d
13.                        b14.                        b,c15.                        b16.                        a
17.                        c18.                        c19.c20.                        b
21.                        c22.                        a,c23.                        a,c,d24.                        c
25.                        b,c26.                        b,d27.                        b,d28.                        a,c
29.                        c30.                        a,d31.                        a,c32.                        a
33.                        b34.                        c35.                        a36.                        d
37.                        d38.                        а39.                        b40.                        а
41.                        c42.                        b43.                        а44.                        d
45.                        b46.                        d47.                        b48.                        a,d
49.                        a,c,h50.                        b51.                        d52.                        a,c
53.                        b54.                        а55.                        а56.                        b
57.                        а58.                        а59.                        c60.                        а

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