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The document contains a series of quiz questions related to 3D graphics, shaders, and rendering techniques, covering topics such as file formats for 3D printing, the principles of ray tracing, and the use of shaders in virtual reality. Each question includes multiple-choice answers, indicating a focus on assessing knowledge in computer graphics and animation. The quiz score at the end shows a performance of 95 out of 100.

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Pranav Mane
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0% found this document useful (0 votes)
2 views

PDF

The document contains a series of quiz questions related to 3D graphics, shaders, and rendering techniques, covering topics such as file formats for 3D printing, the principles of ray tracing, and the use of shaders in virtual reality. Each question includes multiple-choice answers, indicating a focus on assessing knowledge in computer graphics and animation. The quiz score at the end shows a performance of 95 out of 100.

Uploaded by

Pranav Mane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Question 1

2.5 / 2.5 pts


The contents of the standard 3D Printer file type contains a collection of surface
normals and:
3D quadrilateral strips
3D triangle strips
3D quadrilaterals
3D triangles

Question 2
2.5 / 2.5 pts
Lenticular Stereographics works by:
Creating a mash-up of images from different views and refracting them out through a piece of ribbed plastic
Generating 7 stereopair images and making a View-Master reel
Creating a color coded depth image and using ChromaDepth glasses
Creating two views and looking at them through a special viewer

Question 3
2.5 / 2.5 pts
The purpose of out and in variables (varying in the Mac world) in shaders is:
To pass a value directly from the fragment shader to the vertex shader
To pass values out of the fragment shader and have them interpolated into the vertex shader
To pass a value directly from the vertex shader to the fragment shader
To pass values out of the vertex shader and have them interpolated into the fragment shader

Question 4
2.5 / 2.5 pts
What is “MoCap”?
It is a rendering technique that captures all incoming rays of light over and over again
It is a modeling technique that allows you to capture 3D scanned polygons
It is a curve-sculpting technique that involves capturing the user’s hand motions
It is an animation technique that involves obtaining motion data from special sensors worn by an actor

Question 5
2.5 / 2.5 pts
Why was the Vulkan computer graphics API created?
To Live Long and Prosper
To create a higher-performance interface to the graphics hardware than OpenGL has
To create a C++ object-oriented version of OpenGL
To completely replace OpenGL one day

Question 6
2.5 / 2.5 pts
In order to set a fragment color to pure magenta, and set the alpha value to pure
opaque (alpha=1.0), what would the output of a fragment shader look like?
gl_FragColor = vec4( 0., 1., 1., 0. );
gl_FragColor = vec4( 1., 0., 1., 0. );
gl_FragColor = vec4( 1., 0., 1., 1. );
gl_FragColor = vec4( 0, 1., 1., 1. );

Question 7
2.5 / 2.5 pts
The one file format that all 3D Printers will accept is:
.obj
.stl
.svg
.3dp

Question 8
2.5 / 2.5 pts
When two Metaball objects get close enough to each other, they:
Merge together
Repel each other
Attract each other
Get automatically converted into a 3D mesh

Question 9
2.5 / 2.5 pts
The 3 major steps in running a particle system are:
Emit, Display, Update
Enter, Do-It, Update
Enter, Display, Un-Do-It
Emit, Do-It, Un-Do-It

Question 10
2.5 / 2.5 pts
Screen Space Ambient Occlusion (SSAO) involves:
Artifically changing the hue of object colors under colored light sources
Artifically brightening object colors at the tops of surfaces
Articially darkening object colors in crevices
Artifically desaturating object colors to immitate the appearance of twilight

Question 11
2.5 / 2.5 pts
Shaders play a crucial role in displaying images in a Virtual Reality headset
because:
Shaders are the only way to do texturing
We need shaders to discard fragments
We need shaders to get per-vertex lighting
We need shaders to get the correct fisheye lens image distortion

Question 12
2.5 / 2.5 pts
The advantage of using Vertex Buffer Objects instead of glBegin-glEnd is:
They perform automatic geometry generation to save you time and work
They allow the GPU to draw your geometry more efficiently
You are no longer allowed to use glBegin-glEnd on desktop systems
They make better use of CPU memory

Question 13
2.5 / 2.5 pts
In ray-tracing, why is it a good idea to limit the number of reflective bounces
allowed per ray?
Otherwise, you run out of floating-point precision
Otherwise, you get weird-looking artifacts with the lighting and shadows
Otherwise you run the risk of computing forever
Otherwise, you look like a graphics nerd

Question 14
2.5 / 2.5 pts
The Bidirectional Reflectance Distribution Function (BDRF) is:
The pattern of multiple light rays that emerge from a surface after a ray hits the surface
The individual light ray that creates a texture
The individual light ray that emerges from a surface after a ray hits the surface
The pattern of light rays that create a texture

Question 15
2.5 / 2.5 pts
Euler’s Simplified Equation for valid 3D meshes is:
F-E-V=2
F+E+V=2
F-E+V=2
F+E-V=2

Question 16
2.5 / 2.5 pts
What is the fundamental concept behind Ray Tracing?
The light intensity coming from a surface element is its reflectivity times all the incoming light energy
Using a Z-buffer
Using an R-buffer
The program fires a “bullet” through each pixel and sees what objects it hits in the scene

Question 17
2.5 / 2.5 pts
In ray-tracing, a shadow can be determined by:
Tracing a reflective ray
Tracing a refractive ray
Ray-tracing cannot produce shadows
Tracing a ray from a point on an object towards a light source

Question 18
2.5 / 2.5 pts
Bicubic Bézier surfaces are created by specifying:
12 points
4 points
8 points
16 points

Question 19
2.5 / 2.5 pts
Using radiosity to determine the illuminations throughout the scene involves:
Solving a quadratic (2nd order) equation
Solving a quartic (4th order) equation
Solving simultaneous linear equations
Solving a quintic (5th order) equation

Question 20
2.5 / 2.5 pts
A virtual reality Cave Automatic Virtual Environment (CAVE) consists of:
Two monitors side-by-side
A room with a number of walls onto which the 3D scene is projected
A headset with a single monoscopic image in it
A headset with two stereoscopic images in it

Question 21
2.5 / 2.5 pts
Textures can be used in:
Both the vertex and fragment shaders
The vertex shader only
The fragment shader only
Neither the vertex nor the fragment shader

IncorrectQuestion 22
0 / 2.5 pts

If you write a vertex shader that just consists of:

void main( )

gl_Position = gl_Vertex;

what will happen that is probably not what you intended?

The object will not be transformed or viewed, but will still be projected.
The object will not be transformed or projected.
The object will be transformed and viewed, but will not be projected.
You will get a GLSL compilation error

Question 23
2.5 / 2.5 pts
To draw a cubic curve you:
Use the equation and vary t from 0. to an arbitrary number in some increment
Use the equation and vary t from 0. to 1. in some increment
Use the equation and vary t from an arbitrary number to 1. in some increment
Use the equation and set t=0. and t=1. only

Question 24
2.5 / 2.5 pts
A vertex shader uses the gl_Vertex built-in variable. What type of variable is
gl_Vertex?
float
vec3
vec4
vec2

Question 25
2.5 / 2.5 pts
In a cubic Catmull-Rom curve, what is true about the curve and the defining
points P0, P1, P2, and P3?
The curve gets drawn through all four points
The curve gets drawn between P1 and P2
The curve gets drawn through none of the points
The curve gets drawn through P0 and P3

IncorrectQuestion 26
0 / 2.5 pts
Functional Animation involves:
Specifying objects’ most important positions and then interpolating between them
Specifying object positions to produce the transformation parameters
Specifying transformation parameters to produce object positions
Creating “fake physics” that convinces the objects to behave as you want them to

Question 27
2.5 / 2.5 pts
How does Constructive Solid Geometry (CSG) work?
You construct any kind of 3D solids
You construct an edited mesh with Lattices
You construct solid geometry as 3D Venn Diagrams
You construct a surface by sculpting

Question 28
2.5 / 2.5 pts
How does one do texturing with GLSL shaders?
You give the shader the texture's Texture Unit number
You give the shader a pointer to the texture's array of RGB values
You give the shader the texture's binding handle
You are not able to do texturing with a shader

Question 29
2.5 / 2.5 pts
The difference between Local and Global Illumination is:
Global Illumination takes into account an object’s own lighting and the lighting of other objects
Local Illumination has a maximum distance allowable between the object and a light source
Global Illumination can only happen with ray-tracing
Local Illumination takes into account an object’s own lighting and the lighting of other objects

Question 30
2.5 / 2.5 pts
What is the Vertex-to-Vertex Rule that 3D Printer-able meshes must adhere to?
An edge must be bound by 2 and only 2 vertices
Every triangle must be bound by 2 and only 2 edges
Every edge must be bound by 2 and only 2 triangles
A triangle must be bound by 3 and only 3 vertices

Question 31
2.5 / 2.5 pts
Keyframe/Keytime Animation involves:
Specifying objects’ most important positions and then interpolating between them
Specifying object positions to produce the transformation parameters
Creating “fake physics” that forces the objects to behave as you want them to
Specifying transformation parameters to produce object positions

Question 32
2.5 / 2.5 pts
All of these are good uses for the Stencil Buffer except:
Placing the eye position on an orbiting planet
Outlining polygons
Implementing a Magic Lens
Performing Polygon Capping

Question 33
2.5 / 2.5 pts
The first step in OpenGL shadowing is to:
Render the scene from the point of view of the light source
Render the scene as usual, but always use (0,0,1) for the up-vector
Render the scene as you usually would if you weren't doing shadows
Render the scene from the point of view of the origin

Question 34
2.5 / 2.5 pts
In 3D Printing, an overhang is:
A place where the layer below you is wider than the layer you are at now
A place where the layer below you is thicker than the layer you are at now
A place where the layer below you is thinner than the layer you are at now
A place where the layer below you is narrower than the layer you are at now

Question 35
2.5 / 2.5 pts
An L-system works by:
Creating a polygon list and recursively applying it
Creating a simple formula for drawing lines and then recursively applying it
Creating a computer science binary tree
Using 3D Venn diagrams

Question 36
2.5 / 2.5 pts
What is the fundamental concept behind Radiosity?
Using an R-buffer
The program fires a “bullet” through each pixel and sees what it hits in the scene
The light intensity coming from a surface element is its reflectivity times all the incoming light energy
Using a Z-buffer

Question 37
2.5 / 2.5 pts

In 2024, the SIGGRAPH Asia conference is being held in:

Singapore
Hong Kong
Seoul, South Korea
Tokyo, Japan

Question 38
2.5 / 2.5 pts
The Corvallis AMC movie theater stereo display is created by you viewing the left
and right images with:
Special red-cyan colored glasses
Special blue-yellow colored glasses
A special vibrating mirror
Special polarized glasses

Question 39
2.5 / 2.5 pts
One significant difference between Vulkan and OpenGL is that:
Vulkan can do order-independent transparency
Vulkan cannot do texturing
Vulkan can do multithreading
Vulkan cannot use GLSL shaders

Question 40
2.5 / 2.5 pts

In the shaders project, what did the line of code

Pattern.UnUse( );

cause to happen? (We're assuming OpenGL-desktop.)

The graphics system returned to the OpenGL fixed-function pipeline


The graphics system switched to a different shader
The graphics system disabled OpenGL and exits
The graphics system entered a "limbo" state where nothing will be drawn.
Quiz Score: 95 out of 100

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