void main( )
gl_Position = gl_Vertex;
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
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
Pattern.UnUse( );