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Computer Graphics MCQs with Answers

Practice important Computer Graphics MCQs with answers and explanations.

Multiple Choice Questions

Q831: Which shading model results in an angular and sharp look for 3D objects?
  • A: Phong
  • B: Lambertian
  • C: Gouraud
  • D: Flat
View Answer
B

Q832: In Phong shading, the lighting equation is solved for each __________.
  • A: Pixel
  • B: Triangle
  • C: Object
  • D: Vertex
View Answer
A

Q833: Gouraud shading is commonly used in __________ hardware.
  • A: Basic 3D
  • B: Accelerated 3D
  • C: Simple 2D
  • D: Flat 2D
View Answer
B

Q834: Point lights can cause light to falloff according to the inverse __________ distance.
  • A: Linear
  • B: Squared
  • C: Cubic
  • D: Logarithmic
View Answer
B

Q835: Phong shading provides a __________ look compared to Gouraud shading.
  • A: Less realistic
  • B: More realistic
  • C: Flat
  • D: Angular
View Answer
B

Q836: Parallel lights are computationally __________ compared to point and spotlights.
  • A: Expensive
  • B: Efficient
  • C: Slow
  • D: Complex
View Answer
B

Q837: Point lights model light as coming from a __________.
  • A: Fixed source
  • B: Single point
  • C: Parallel direction
  • D: None of the above
View Answer
B

Q838: The main problem with Gouraud shading is the inability to handle __________ in large triangles.
  • A: Ambient light
  • B: Internal highlights
  • C: Directional light
  • D: Normal lighting
View Answer
B

Q839: The angle phi in spotlights defines the __________.
  • A: Internal cone
  • B: Outer cone
  • C: Attenuation rate
  • D: None of the above
View Answer
B

Q840: In Lambertian shading, lighting calculations are based on the normal of the __________.
  • A: Object
  • B: Polygon
  • C: Vertex
  • D: Triangle
View Answer
B

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