MCQ Bank
This is a simple example of line clipping: the display window is the canvas and also the default --------------------, thus all line segments inside the canvas are drawn.
- A) Clipping Angle
- B) Clipping Circle
- C) Clipping Polygon
- D) Clipping Rectangle
Gouraud shading is the current de jure shading standard in accelerated ------------ hardware.
- A) Multidimensional
- B) None of all
- C) 3 Dimensional
- D) 2Dimensional
When we need an object to "glow" in a scene, we can do this with ------------ light.
- A) Emissive
- B) Specular
- C) Ambient
- D) Diffuse
As f represents the attenuation of light, then f only approaches zero, when d approaches at distance -------------.
- A) 1/n
- B) Infinity
- C) Zero
- D) 1/2
Light is mostly reflected in case of ___________ surfaces.
- A) Conductor (like metals)
- B) Nonconductor (like dielectrics)
- C) None of the given
- D) Both conductor and nonconductor
One problem with Gouraud shading is that the ----------- intensities can never be greater than the intensities at the edges.
- A) Squares
- B) Triangles
- C) Polygons
- D) Rectangles
Refractive index is a function of temperature, mostly due to density changes in materials with changes in temperature.
- A) False
- B) True
- C)
- D)
In order to get a more realistic representation of lighting, we'll need to understand how light passes through a medium and how hitting the boundary layer at the ----------------- of two media can affect light's properties.
- A) Edges
- B) Endpoints
- C) Union
- D) Intersection
The attenuation formula is f =------------------------, where C, L and Q are the constand, linear and quadratic attenuation factors and d is the distance between the vertex being lit and the light source.
- A) 1/(Cd + Ld + Qd2)
- B) 1/(C + L +d + Qd2)
- C) 1/(C + Ld + Qd2)
- D) 1/(C + Ld + Qd)
When obtaining normals for a triangle, which of the following mathematical constructs is NOT used?
- A) Vector normalization
- B) Vector cross products
- C) Point-Point subtraction
- D) Vector dot products
In the forms of texture mapping, Image to world space and world space to image, each suffers from different problems related to minification and magnification. Which of the two shows the following problem: When the texture is larger than the screen space it maps to, many texture units (texels) are never sampled?
- A) World space to image
- B) Y-axis
- C) X-axis
- D) Image to world space
The traditional approach in real-time computer graphics has been to calculate lighting at a vertex as a sum of the ________ light.
- A) Specular
- B) Ambient
- C) Diffuse, and specular
- D) Ambient, diffuse, and specular
There are not many different ways of representing the intensity of a particular colour element.
- A) False
- B) True
- C)
- D)
The reflection coefficients are in the ------------------------- range and are specified as part of the material property. However, they are strictly empirical and since they simply adjust the overall intensity of the material colour, the material colour values are usually adjusted so the colour intensity varies rather than using a reflection coefficient.
- A) [0, 1]
- B) [0, 5]
- C) [0, 10]
- D) [0, 2]
----------- reflection is the effect of reflecting light toward the direction from which it came, no matter the orientation of the surface.
- A) Forward scattering
- B) Diffuse Lambertian
- C) Retro
- D) Backscattering
Unlike ambient light, the intensity of diffuse light is directional and is a function of the angle of the incoming light and the surface. This type of shading is called Lambertian shading after Lambert's _________law.
- A) Tangent
- B) Cosine
- C) Perpendicular
- D) Sine
We want our scene to look more realistic, we should use _________ lights.
- A) Parallel
- B) Spot
- C) Point
- D) None of the given
There is more penetration of light in case of ___________ surfaces.
- A) Both conductor and nonconductor
- B) None of the given
- C) Nonconductor (like dielectrics)
- D) Conductor (like metals)
The Phong reflection model simplifies light-matter interactions essentially into 4 vectors and a number of constants. Each piece of the Phong model uses different vectors and constants. Which portion does NOT include taking a dot product?
- A) Specular
- B) Diffuse
- C) Ambient
- D) Diffused specular
Dark lights are nothing more than lights in which one or more of the color values are_______________.
- A) Negative
- B) Unknown
- C) Positive
- D) Null