Deck 10: Computer Graphics
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Deck 10: Computer Graphics
1
Which of the following is not a step in the traditional rendering pipeline?
A) Scan conversion
B) Rasterization
C) In-betweening
D) Clipping
A) Scan conversion
B) Rasterization
C) In-betweening
D) Clipping
C
2
A polygonal mesh consists of
A) Planer patches
B) Pixels
C) Spheres
D) Bezier curves
A) Planer patches
B) Pixels
C) Spheres
D) Bezier curves
A
3
Which is not a feature of radiosity?
A) Objects tend to appear dull rather than shiny.
B) Moving the camera position does not require massive changes.
C) Specular light is easily simulated.
D) It is a computationally complex undertaking.
A) Objects tend to appear dull rather than shiny.
B) Moving the camera position does not require massive changes.
C) Specular light is easily simulated.
D) It is a computationally complex undertaking.
C
4
Which of the following is not a way of constructing a polygonal mesh?
A) Digitizing
B) Procedural model
C) Texture mapping
D) Particle system
A) Digitizing
B) Procedural model
C) Texture mapping
D) Particle system
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5
Which of the following is the simplest shading technique?
A) Phong shading
B) Flat shading
C) Gouraud shading
D) Bump mapping
A) Phong shading
B) Flat shading
C) Gouraud shading
D) Bump mapping
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6
Motion capture is a means of applying
A) A global lighting model
B) A local lighting model
C) Dynamics
D) Kinematics
A) A global lighting model
B) A local lighting model
C) Dynamics
D) Kinematics
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7
Which of the following is not associated with scan conversion?
A) A z-buffer
B) The painter's algorithm
C) Digitizing
D) Pixel positions
A) A z-buffer
B) The painter's algorithm
C) Digitizing
D) Pixel positions
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8
Which of the following is not a property of the rendering pipeline?
A) It relies on recursive ray tracing.
B) It implements a local lighting model.
C) It is often implemented in firmware.
D) Its use leads to efficient rendering systems.
A) It relies on recursive ray tracing.
B) It implements a local lighting model.
C) It is often implemented in firmware.
D) Its use leads to efficient rendering systems.
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9
Which of the following is associated with clipping?
A) Phong shading
B) The view volume
C) Texture mapping
D) Bump mapping
A) Phong shading
B) The view volume
C) Texture mapping
D) Bump mapping
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10
Which of the following is not associated with a parallel projection?
A) Projection plane
B) Projectors
C) Center of projection
D) All of the above
A) Projection plane
B) Projectors
C) Center of projection
D) All of the above
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11
Hidden-surface removal is the process of
A) Discarding those objects that fall outside the view volume
B) Applying a parallel projection rather than a perspective projection
C) Identifying parts of surfaces that are in a shadow
D) Identifying surfaces that are blocked from the camera's view
A) Discarding those objects that fall outside the view volume
B) Applying a parallel projection rather than a perspective projection
C) Identifying parts of surfaces that are in a shadow
D) Identifying surfaces that are blocked from the camera's view
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12
The shape of an object is usually represented by
A) A sphere
B) A polygonal mesh
C) A triangle
D) A texture map
A) A sphere
B) A polygonal mesh
C) A triangle
D) A texture map
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13
The image is stored in the
A) Image window
B) Z-buffer
C) Center of projection
D) Frame buffer
A) Image window
B) Z-buffer
C) Center of projection
D) Frame buffer
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14
Which of the following is not naturally handled by a local lighting model?
A) Specular light
B) Diffuse light
C) Ambient light
D) Shadows
A) Specular light
B) Diffuse light
C) Ambient light
D) Shadows
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15
The incidence angle is measured relative to
A) The line normal to the surface
B) A line parallel to the surface
C) The line followed by the reflected ray
D) None of the above
A) The line normal to the surface
B) A line parallel to the surface
C) The line followed by the reflected ray
D) None of the above
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16
Producing a sequence of frames to fill the gap between key frames is called
A) Storyboarding
B) Morphing
C) In-betweening
D) Motion capture
A) Storyboarding
B) Morphing
C) In-betweening
D) Motion capture
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17
Which of the following is not contained in a scene graph?
A) Models of the objects in the scene
B) Information about the camera
C) Information about lighting
D) The view volume
A) Models of the objects in the scene
B) Information about the camera
C) Information about lighting
D) The view volume
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18
Another name for scan conversion is
A) Rasterization
B) Digitizing
C) Bump mapping
D) Ray tracing
A) Rasterization
B) Digitizing
C) Bump mapping
D) Ray tracing
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19
The phenomenon of a light ray bending as it passes through materials of different density is called
A) Reflection
B) Incidence
C) Refraction
D) Ray tracing
A) Reflection
B) Incidence
C) Refraction
D) Ray tracing
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20
Which of the following is an advantage of ray tracing over the traditional rendering pipeline?
A) It is less time consuming.
B) It implements a local lighting model.
C) It can be implemented in real time.
D) It implements a global lighting model.
A) It is less time consuming.
B) It implements a local lighting model.
C) It can be implemented in real time.
D) It implements a global lighting model.
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21
The shape of an object is typically represented by means of a ____________,which represents the shape as a collection of flat surfaces.
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22
A _________ is a procedural model that uses numerous small particles to simulate an object.
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23
Bright highlights on an object are produced by __________ light.
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24
Although __________ implements a global lighting model,it is time consuming and gives undue emphasis to specular light.
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25
Although __________ implements a global lighting model,it is time consuming and gives undue emphasis to diffuse light.
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26
A line perpendicular to a surface is called a __________.
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27
An animation project usually starts by constructing a _________,which consists of a collection of images that represent significant points in the sequence.
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28
Another name for scan conversion is ____________.
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29
The subfield of computer graphics that involves producing images of virtual worlds is called _______.
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30
Suppose each row below represents the vertices of a planar patch.What three vertices would describe a planar patch that would complete the polygonal mesh?
_________ __________ _________
(0,0,0) (1,0,0) (0,0,1)
(0,0,0) (0,1,0) (0,0,1)
(0,0,0) (0,1,0) (1,0,0)
_________ __________ _________
(0,0,0) (1,0,0) (0,0,1)
(0,0,0) (0,1,0) (0,0,1)
(0,0,0) (0,1,0) (1,0,0)
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31
Clipping is the process of restricting attention to objects (or parts of objects)that are within the ___________.
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32
An alternative to flat shading is ______________.
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33
The ________ algorithm is a simple approach to performing hidden-surface removal.
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34
The steps of clipping,hidden-surface removal,and shading are often referred to collectively as the _______________.
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35
The shading technique called __________ produces a faceted image.
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36
The modeling process concludes with the construction of a ______________,which is a data structure containing models of all the objects in a scene as well as camera information.
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37
A storage area called a __________ is often used to record distance information to be used in hidden-surface removal.
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38
The ____________ represents the portion of the projection plane that will contribute to the final image.A bit map of that image is stored in the ___________.
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39
Avars are used to
A) Adjust a character's shape
B) Simulate textured surfaces
C) Locate objects in a scene graph
D) Reposition the camera
A) Adjust a character's shape
B) Simulate textured surfaces
C) Locate objects in a scene graph
D) Reposition the camera
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40
Each of the images used to produce an animated sequence is called a _________.
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41
Compare various approaches to shading.
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42
Summarize the rendering pipeline.
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43
Producing animation frames by computing the effects of forces is an application of __________.
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44
Producing animation frames by simulating the movements of joints and appendages is an application of ___________.
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45
Compare the application of dynamics and kinematics in the field of animation.
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46
Discuss some fundamental differences between the process of constructing models and assembling a scene graph as opposed to rendering the scene.
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47
Design a polygonal mesh for a cube.Represent each planar patch as a list of vertices in traditional rectangular coordinates.
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