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