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CS602 Quiz 3

Computer Graphics PDF 847 KBUpdated 23 Oct 2026
Quiz CS602 Quiz 3 PDF 847 KB
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Quiz
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CS602 Computer Graphics
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PDF 847 KB
Updated
23 Oct 2026
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Q1. One problem with Gouraud shading is that the ----------- intensities can never be greater than the intensities at the edges.

  1. Polygon
  2. Triangle
  3. Square
  4. Rectangle

Correct answer: Triangle

Q2. The Phong reflection model simplifies light-matter interactions essentially into 4 vectors and a number of constants. Each piece of the Phong model uses different vectors and constants. Which portion does NOT include taking a dot product?

  1. Diffused specular
  2. Diffuse
  3. Specular
  4. Ambient

Correct answer: Ambient

Q3. An algorithm that clips a polygon must deal with many ----------------- cases. The case is particularly note worthy in that the concave polygon is clipped into ----------- isolate polygons.

  1. Similar, two
  2. Different, two
  3. Similar, three
  4. Different, three

Correct answer: Different, two

Q4. The attenuation formula is f =------------------------, where C, L and Q are the constand, linear and quadratic attenuation factors and d is the distance between the vertex being lit and the light source.

  1. 1/(C + Ld + Qd2)
  2. 1/(C + Ld + Qd)
  3. 1/(Cd + Ld + Qd2)
  4. 1/(C + L +d + Qd2)

Correct answer: 1/(C + Ld + Qd2)

Q5. The Phong reflection model simplifies light-matter interactions essentially into 4 vectors and a number of constants. Which piece of the Phong model is responsible for giving spheres their bright white spots?

  1. Specular
  2. Ambient
  3. Diffuse
  4. Ambient and Diffuse

Correct answer: Specular

Q6. Light in the real worlds loses its --------- as the inverse square of the distance.

  1. Frequency
  2. Colors
  3. Intensity
  4. Speed

Correct answer: Intensity

Q7. The reflected light wave turns out to be a --------------------- case since light is reflected at the same angle as the incident wave when the surface is smooth and uniform, as we'll assume for now.

  1. Unknown
  2. Abnormal
  3. Complex
  4. Simple

Correct answer: Simple

Q8. Projection can be defined as a mapping of point P(x, y, z) onto its image P`(x`, y`, z` ) in the ----------------, which constitutes the display surface. The mapping is determined by a projection line called the projector that passes through P and intersects the ----------------.

  1. Three Coordinate Planes
  2. View plane
  3. Mapping plane
  4. Two Coordinate Planes

Correct answer: View plane

Q9. _________ lights should be avoided because they are not for real time environment.

  1. None of the given
  2. Parallel
  3. Spot
  4. Point

Correct answer: None of the given

Q10. There is more penetration of light in case of ___________ surfaces.

  1. Conductor (like metals)
  2. None of the given
  3. Both conductor and nonconductor
  4. Nonconductor (like dielectrics)

Correct answer: Nonconductor (like dielectrics)

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