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