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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Multiple Choice Questions

Q991: Traditional lighting models assume surfaces are ______.
  • A: Highly rough
  • B: Smooth and isotropic
  • C: Translucent
  • D: Textured heavily
View Answer
B

Q992: In OpenGL, normals can be specified per ______.
  • A: Polygon
  • B: Vertex
  • C: Scene
  • D: Shader
View Answer
A

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
View Answer
B

Q994: Diffuse lighting is independent of the viewer’s ______.
  • A: Position
  • B: Orientation
  • C: Viewing direction
  • D: Distance
View Answer
C

Q995: The primary limitation of hardware lighting models is the number of ______.
  • A: Textures
  • B: Vertices
  • C: Lights
  • D: Shadows
View Answer
C

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
View Answer
B

Q997: The material property affecting ambient reflection is denoted by ______.
  • A: ka
  • B: kd
  • C: ks
  • D: kt
View Answer
A

Q998: The material property affecting diffuse reflection is denoted by ______.
  • A: ka
  • B: kd
  • C: ks
  • D: kt
View Answer
B

Q999: If cos(theta) is negative in diffuse lighting calculation, the contribution is ______.
  • A: Halved
  • B: Doubled
  • C: Clamped to zero
  • D: Added
View Answer
C

Q1000: Diffuse shading is useful for picking up ______.
  • A: Color details
  • B: Distance cues
  • C: Lighting errors
  • D: Reflection patterns
View Answer
B

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