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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Multiple Choice Questions

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
View Answer
A

Q1002: Per-vertex normals provide better ______.
  • A: Lighting control
  • B: Texture mapping
  • C: Polygonal shading
  • D: Memory usage
View Answer
A

Q1003: Real-time graphics favor simplified models because of ______.
  • A: Unlimited memory
  • B: Unlimited processing speed
  • C: Hardware limitations
  • D: Shader limitations
View Answer
C

Q1004: When only ambient lighting is used, it is difficult to perceive ______.
  • A: Color
  • B: Surface details
  • C: Shadows
  • D: Textures
View Answer
B

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
View Answer
B

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
View Answer
C

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
View Answer
D

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
View Answer
C

Q1009: The attenuation model used in OpenGL and DirectX is _______.
  • A: theoretical
  • B: empirical
  • C: linear
  • D: logarithmic
View Answer
B

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
View Answer
C

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