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Q. 1) Which coordinate system is a device-dependent coordinate system?

(A) World Coordinate System
(B) Model Coordinate System
(C) User Coordinate System
(D) Screen Coordinate System
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Q. 2) Which of the following is the default coordinate system?

(A) User Coordinate System
(B) World Coordinate System
(C) Screen Coordinate System
(D) None of the above
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Q. 3) When every entity of a geometric model remains parallel to its initial position, the transformation is called as

(A) User Coordinate System
(B) World Coordinate System
(C) Screen Coordinate System
(D) None of the above
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Q. 4) In which type of projection, actual dimensions and angles of objects and therefore shapes cannot be preserved?

(A) User Coordinate System
(B) World Coordinate System
(C) Screen Coordinate System
(D) None of the above
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Q. 5) The matrix representation for translation in homogeneous coordinates is

(A) User Coordinate System
(B) World Coordinate System
(C) Screen Coordinate System
(D) None of the above
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Q. 6) The matrix representation for scaling in homogeneous coordinates is

(A) P’=S*P
(B) P’=R*P
(C) P’=dx+dy
(D) P’=S*S
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Q. 7) The two-dimensional rotation equation in the matrix form is

(A) P’=T+P
(B) P’=S*P
(C) P’=R*P
(D) P’=dx+dy
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Q. 8) What is the use of homogeneous coordinates and matrix representation?

(A) To treat all 3 transformations in a consistent way
(B) To scale
(C) To rotate
(D) To shear the object
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Q. 9) If point are expressed in homogeneous coordinates then the pair of (x, y) is represented as

(A) (x’, y’, z’)
(B) (x, y, z)
(C) (x’, y’, w’)
(D) (x’, y’, w)
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Q. 10) If point are expressed in homogeneous coordinates then the pair of (x, y) is represented as

(A) (x’, y’, z’)
(B) (x, y, z)
(C) (x’, y’, w’)
(D) (x’, y’, w)
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