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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Chapter: 29
Q981:
Without ambient light, scenes would appear ______.
A. Washed out
B. Filled with harsh shadows
C. Very colorful
D. Overexposed
Correct Answer: B
Chapter: 29
Q982:
Excessive ambient light results in scenes that look ______.
A. Dull and washed out
B. Very colorful
C. More detailed
D. Sharper
Correct Answer: A
Chapter: 29
Q983:
In traditional hardware, how many light sources are typically supported simultaneously?
A. Four
B. Six
C. Eight
D. Ten
Correct Answer: C
Chapter: 29
Q984:
What type of reflection is modeled by diffuse lighting?
A. Mirror reflection
B. Perfect isotropic reflection
C. Ideal diffuse reflection
D. Anisotropic reflection
Correct Answer: C
Chapter: 29
Q985:
Diffuse reflection depends on the ______ between light direction and surface normal.
A. Distance
B. Angle
C. Reflection
D. Emission
Correct Answer: B
Chapter: 29
Q986:
The diffuse lighting model follows which law?
A. Snell’s Law
B. Lambert’s cosine law
C. Newton’s reflection law
D. Maxwell’s electromagnetic law
Correct Answer: B
Chapter: 29
Q987:
When the angle between surface normal and light vector is 90 degrees, diffuse light is ______.
A. Maximum
B. Half
C. Zero
D. Minimum but not zero
Correct Answer: C
Chapter: 29
Q988:
When the cosine of the angle between light and normal is negative, the diffuse contribution is ______.
A. Increased
B. Ignored
C. Doubled
D. Reduced
Correct Answer: B
Chapter: 29
Q989:
What happens when diffuse and ambient terms are combined?
A. The scene becomes darker
B. No visible change
C. More realistic shading
D. Less realistic shading
Correct Answer: C
Chapter: 29
Q990:
Lambertian shading intensity is proportional to ______.
A. Sine of the angle
B. Cosine of the angle
C. Tangent of the angle
D. Cotangent of the angle
Correct Answer: B
Chapter: 29
Q991:
Traditional lighting models assume surfaces are ______.
A. Highly rough
B. Smooth and isotropic
C. Translucent
D. Textured heavily
Correct Answer: B
Chapter: 29
Q992:
In OpenGL, normals can be specified per ______.
A. Polygon
B. Vertex
C. Scene
D. Shader
Correct Answer: A
Chapter: 29
Q993:
The function to calculate total light intensity is a sum of ______.
A. Emissive and diffuse
B. Ambient, diffuse, and specular
C. Ambient and emissive only
D. Diffuse and specular only
Correct Answer: B
Chapter: 29
Q994:
Diffuse lighting is independent of the viewer’s ______.
A. Position
B. Orientation
C. Viewing direction
D. Distance
Correct Answer: C
Chapter: 29
Q995:
The primary limitation of hardware lighting models is the number of ______.
A. Textures
B. Vertices
C. Lights
D. Shadows
Correct Answer: C
Chapter: 29
Q996:
A perfect diffuse reflector reflects light ______.
A. In a single direction
B. In multiple directions equally
C. Toward the source
D. Only on shiny surfaces
Correct Answer: B
Chapter: 29
Q997:
The material property affecting ambient reflection is denoted by ______.
A. ka
B. kd
C. ks
D. kt
Correct Answer: A
Chapter: 29
Q998:
The material property affecting diffuse reflection is denoted by ______.
A. ka
B. kd
C. ks
D. kt
Correct Answer: B
Chapter: 29
Q999:
If cos(theta) is negative in diffuse lighting calculation, the contribution is ______.
A. Halved
B. Doubled
C. Clamped to zero
D. Added
Correct Answer: C
Chapter: 29
Q1000:
Diffuse shading is useful for picking up ______.
A. Color details
B. Distance cues
C. Lighting errors
D. Reflection patterns
Correct Answer: B

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