Computer Graphics MCQs with Answers
Practice important Computer Graphics MCQs with answers and explanations.
Chapter: 29
Q1001:
Traditional lighting models often "fudge" ambient lighting because ______.
A. Real calculations are too slow
B. It's unnecessary
C. Hardware can't support it
D. Lighting is already perfect
Correct Answer:
A
Chapter: 29
Q1002:
Per-vertex normals provide better ______.
A. Lighting control
B. Texture mapping
C. Polygonal shading
D. Memory usage
Correct Answer:
A
Chapter: 29
Q1003:
Real-time graphics favor simplified models because of ______.
A. Unlimited memory
B. Unlimited processing speed
C. Hardware limitations
D. Shader limitations
Correct Answer:
C
Chapter: 29
Q1004:
When only ambient lighting is used, it is difficult to perceive ______.
A. Color
B. Surface details
C. Shadows
D. Textures
Correct Answer:
B
Chapter: 29
Q1005:
The diffuse light equation multiplies the diffuse light term with ______.
A. Light source intensity
B. Dot product of normal and light vector
C. Viewer angle
D. Specular coefficient
Correct Answer:
B
Chapter: 30
Q1006:
What does the final color value need to fit into after computing lighting contributions?
A. [-1,1] range
B. [0,255] range
C. [0,1] range
D. [1,100] range
Correct Answer:
C
Chapter: 30
Q1007:
Which types of light contributions are added in the final color value in the basic lighting model?
A. Ambient only
B. Diffuse only
C. Specular only
D. Ambient, Diffuse, and Specular
Correct Answer:
D
Chapter: 30
Q1008:
In lighting calculations, the light intensity decreases with the _______ of the distance from the source.
A. direct proportion
B. inverse
C. inverse square
D. square
Correct Answer:
C
Chapter: 30
Q1009:
The attenuation model used in OpenGL and DirectX is _______.
A. theoretical
B. empirical
C. linear
D. logarithmic
Correct Answer:
B
Chapter: 30
Q1010:
What is the main purpose of an attenuation factor in lighting equations?
A. Increase brightness
B. Change surface color
C. Simulate distance effects
D. Decrease surface reflection
Correct Answer:
C
Chapter: 30
Q1011:
In the attenuation formula, what are kc, k1, and kq?
A. Light colors
B. Attenuation constants
C. Specular constants
D. Ambient terms
Correct Answer:
B
Chapter: 30
Q1012:
Which parameters are multiplied by the attenuation factor in lighting equations?
A. Ambient and diffuse
B. Diffuse and specular
C. Specular and ambient
D. Ambient only
Correct Answer:
B
Chapter: 30
Q1013:
Schlick's simplification removes which expensive operation?
A. Addition
B. Exponential calculation
C. Multiplication
D. Division
Correct Answer:
B
Chapter: 30
Q1014:
Schlick's approximation is mainly used to simplify _______ lighting equations.
A. ambient
B. diffuse
C. specular
D. emission
Correct Answer:
C
Chapter: 30
Q1015:
What does Schlick's simplification replace in the specular lighting term?
A. Diffuse light
B. View angle calculation
C. Exponential term
D. Attenuation factor
Correct Answer:
C
Chapter: 30
Q1016:
The surface of the moon shows which reflection effect?
A. Specular reflection
B. Lambertian shading
C. Backscattering
D. Forward scattering
Correct Answer:
C
Chapter: 30
Q1017:
The Lambertian model assumes that the surface is _______.
A. rough
B. shiny
C. smooth and diffuse
D. mirror-like
Correct Answer:
C
Chapter: 30
Q1018:
Backscattering happens when rough surfaces reflect light _______.
A. at random angles
B. toward the light source
C. toward the surface
D. toward another surface
Correct Answer:
B
Chapter: 30
Q1019:
Bicycle reflectors work mainly due to _______ reflection.
A. specular
B. retro
C. diffuse
D. Lambertian
Correct Answer:
B
Chapter: 30
Q1020:
Forward scattering leads to a _______ of diffuse lighting.
A. increase
B. sharp peak
C. dull uniformity
D. bright highlights
Correct Answer:
C