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