MCQ Bank
______________ is simply the calculation of color reflected by the surface.
- A) Scaling
- B) Clamping
- C) Shading
- D) None of the given
The physical range of colours a device can display is called _____________________ of the device.
- A) Colouring
- B) Colouring with Sharpness
- C) Gamut
- D) Sharpness
___________ light is reflected in all directions from surface.
- A) Ambient
- B) Emissive
- C) Diffuse
- D) Specular
When you hit a surface in ray tracing, generally shadow rays are tested against all objects in a scene. If these rays come back saying they hit an object in the scene, which of the following do you do?
- A) add only the ambient light from that light source to the object
- B) add all components (i.e. ambient, diffuse and specular) from that light source to the object.
- C) add none of the light from that light source to the object
- D) add all EXCEPT the ambient light from that light source to the object (i.e. diffuse and specular)
If we are not worried about computational resources, we should use _____________ lights.
- A) Parallel
- B) Point
- C) None of the given
- D) Spot
Light in the real worlds loses its --------- as the inverse square of the distance.
- A) Colors
- B) Frequency
- C) Intensity
- D) Speed
An algorithm that clips a polygon must deal with many ----------------- cases. The case is particularly note worthy in that the concave polygon is clipped into ----------- isolate polygons.
- A) Different, three
- B) Similar, three
- C) Different, two
- D) Similar, two
Loosely, the alpha component of the RGBA quad represents the _______________of a surface.
- A) Light
- B) Darkness
- C) Shine
- D) Opaqueness
_______________ colors specified for objects that generate light themselves.
- A) Diffuse
- B) Ambient
- C) Emissive
- D) Specular
Projection can be defined as a mapping of point P(x, y, z) onto its image P`(x`, y`, z` ) in the ----------------, which constitutes the display surface. The mapping is determined by a projection line called the projector that passes through P and intersects the ----------------.
- A) View plane
- B) Three Coordinate Planes
- C) Two Coordinate Planes
- D) Mapping plane
What makes this really challenging to model is that the index of refraction for most materials is a function of the ------------------- of the light. This means that not only is there a shift in the angle of refraction, but that the shift is different for differing --------------- of light.
- A) Reflecting angle, Reflecting angle
- B) Refracting angle, Refracting angle
- C) Frequency, Frequency
- D) Wavelength, Wavelength
There are _________ angles associated with spotlights.
- A) four
- B) two
- C) five
- D) three
The rate at which light intensity decreases at a greater distance is called as ---------------------------.
- A) Light Decrement
- B) Lambertian Shading
- C) Light Attenuation
- D) Light Intensity
The ColorSpace tool is a handy tool that we can use to interactively add two colours together to see the effects of the various strategies for handling oversaturated colours.
- A) False
- B) True
- C)
- D)
The reflected light wave turns out to be a --------------------- case since light is reflected at the same angle as the incident wave when the surface is smooth and uniform, as we'll assume for now.
- A) Complex
- B) Simple
- C) Unknown
- D) Abnormal
Length L depends on the angle alpha and the z coordinate of the point to be projected and L can be represented by --------------------.
- A) z * 1/ tan (alpha)
- B) z * L2
- C) z * 1/ tan (gamma)
- D) z * 1/ tan (beta)
Consider the following problem from lighting: A point (P1) is at (0, 0, 0) with normal equal to 1/(2*sqrt(2))*(sqrt(2), 2, sqrt(2)). The light is located at (0, 1, 0). The viewer is located at (1, 1, 1). The specular and diffuse coefficients for the light are both (1, 1, 1), with the ambient portion as (.2, .2, .2). Complete the reflection vector.
[ ------------]
r = [ 0 ]
[1/sqrt(2)]
Choose from the values below:
- A) 1/sqrt(2)
- B) -1
- C) 0
- D) 1
Lambertian shading was used mostly back when computers weren't fast enough to do ________ in real time.
- A) Processing
- B) Gouraud shading
- C) Phong shading
- D) Shading
___________ lighting is not dependent on any source.
- A) Emissive
- B) Ambient
- C) Diffuse
- D) Specular
We have limited computational resources, we should use _____________ lights.
- A) Point
- B) None of the given
- C) Spot
- D) Parallel