GAMING

The Vocabulary of Game Engines

Gaming · 10 questions

Ten multiple-choice questions on core game-engine concepts, data structures, and rendering techniques.

Answer each question first, then check with “Show the answer”. You can also play the same quiz in the Quizera app by searching for it in Explore, as a live game, a test or flashcards.

  1. Which buffer stores each pixel's depth value for visibility tests?

    1. Color buffer
    2. Frame buffer
    3. Stencil buffer
    4. Z-buffer
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    D) Z-buffer

  2. Which method reduces rendering cost by excluding objects outside the camera's viewing volume?

    1. Frustum culling
    2. Back-face culling
    3. Level of detail
    4. Occlusion culling
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    A) Frustum culling

  3. What approach uses a lower-detail version of a model as it gets farther from the camera?

    1. Impostor
    2. LOD (Level of Detail)
    3. Instancing
    4. Normal mapping
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    B) LOD (Level of Detail)

  4. Which technique uses a texture to alter surface normals in lighting calculations and suggest fine detail?

    1. Specular mapping
    2. Normal mapping
    3. Ambient occlusion
    4. Albedo mapping
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    B) Normal mapping

  5. Which method traces ray-surface interactions to model effects such as reflection and refraction?

    1. Ray tracing
    2. Barycentric interpolation
    3. Phong shading
    4. Rasterization
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    A) Ray tracing

  1. Which structure organizes object hierarchies and transforms through connected nodes?

    1. Physics world
    2. Render queue
    3. Scene graph
    4. Resource manager
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    C) Scene graph

  2. Which screen-space technique approximates ambient occlusion between nearby surfaces?

    1. SSAO
    2. Depth of field
    3. Bloom
    4. Tone mapping
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    A) SSAO

  3. Which shader produces color and other per-fragment outputs after rasterization?

    1. Compute shader
    2. Tessellation control shader
    3. Vertex shader
    4. Fragment shader
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    D) Fragment shader

  4. Which technique processes many instances of the same geometry in one frame with few draw calls?

    1. Tessellation
    2. Batching
    3. Instancing
    4. Culling
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    C) Instancing

  5. Which structure organizes bounding volumes in hierarchical nodes for broad-phase collision detection?

    1. Uniform spatial grid
    2. Octree
    3. Bounding volume hierarchy (BVH)
    4. Spatial hash table
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    C) Bounding volume hierarchy (BVH)

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