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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 25
Q821:
Fill in the blank: Light interacts with materials based on their ___________.
A. Color
B. Conductivity
C. Transparency
D. Roughness
Correct Answer: B
Chapter: 25
Q822:
Which lighting type is described as being due to environmental illumination with no specific light source?
A. Diffuse lighting
B. Ambient lighting
C. Specular lighting
D. Emissive lighting
Correct Answer: B
Chapter: 25
Q823:
Fill in the blank: Emissive lighting adds ________ to an object's final light calculation.
A. Ambient light
B. Diffuse reflection
C. Specular highlights
D. Additional color
Correct Answer: D
Chapter: 26
Q824:
What is the primary use of parallel lights in lighting and shading models?
A. Simulate the moon
B. Simulate the sun
C. Simulate artificial light
D. Simulate stars
Correct Answer: B
Chapter: 26
Q825:
Parallel lights are used to simulate light from a source that is __________.
A. Close by
B. Far away
C. Moving
D. Directional
Correct Answer: B
Chapter: 26
Q826:
Which of the following is a disadvantage of using spotlights in 3D rendering?
A. They are computationally expensive
B. They are fast to process
C. They provide less realism
D. They have no falloff
Correct Answer: A
Chapter: 26
Q827:
Point lights scatter light in __________ directions.
A. One
B. Two
C. All
D. None
Correct Answer: C
Chapter: 26
Q828:
Spotlights have two angles: theta and ________.
A. Gamma
B. Phi
C. Delta
D. Lambda
Correct Answer: B
Chapter: 26
Q829:
The angle theta in spotlights refers to the __________.
A. Outer cone angle
B. Internal cone angle
C. Falloff rate
D. None of the above
Correct Answer: B
Chapter: 26
Q830:
Gouraud shading uses __________ to compute the lighting for a vertex.
A. Vertex position and vertex normal
B. Polygon edges and vertex normal
C. Pixel color and intensity
D. Pixel position and pixel normal
Correct Answer: A
Chapter: 26
Q831:
Which shading model results in an angular and sharp look for 3D objects?
A. Phong
B. Lambertian
C. Gouraud
D. Flat
Correct Answer: B
Chapter: 26
Q832:
In Phong shading, the lighting equation is solved for each __________.
A. Pixel
B. Triangle
C. Object
D. Vertex
Correct Answer: A
Chapter: 26
Q833:
Gouraud shading is commonly used in __________ hardware.
A. Basic 3D
B. Accelerated 3D
C. Simple 2D
D. Flat 2D
Correct Answer: B
Chapter: 26
Q834:
Point lights can cause light to falloff according to the inverse __________ distance.
A. Linear
B. Squared
C. Cubic
D. Logarithmic
Correct Answer: B
Chapter: 26
Q835:
Phong shading provides a __________ look compared to Gouraud shading.
A. Less realistic
B. More realistic
C. Flat
D. Angular
Correct Answer: B
Chapter: 26
Q836:
Parallel lights are computationally __________ compared to point and spotlights.
A. Expensive
B. Efficient
C. Slow
D. Complex
Correct Answer: B
Chapter: 26
Q837:
Point lights model light as coming from a __________.
A. Fixed source
B. Single point
C. Parallel direction
D. None of the above
Correct Answer: B
Chapter: 26
Q838:
The main problem with Gouraud shading is the inability to handle __________ in large triangles.
A. Ambient light
B. Internal highlights
C. Directional light
D. Normal lighting
Correct Answer: B
Chapter: 26
Q839:
The angle phi in spotlights defines the __________.
A. Internal cone
B. Outer cone
C. Attenuation rate
D. None of the above
Correct Answer: B
Chapter: 26
Q840:
In Lambertian shading, lighting calculations are based on the normal of the __________.
A. Object
B. Polygon
C. Vertex
D. Triangle
Correct Answer: B

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