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Computer Graphics (COMP136) Quiz 6

 

This is a standard multiple choice test.  Each question has only one correct answer.  Please mark that one answer clearly on the answer sheet provided.  If any question ahs more than one answer filled in, it will be marked wrong.  There are 20 questions.  You will have 20 minutes.

 

1)      We discussed several global illumination algorithms in class.  Which of the following listed can properly handle diffuse-diffuse reflections

a)      Ray Tracing

b)      Radiosity

c)      Photon Mapping

d)      RenderMan

2)      We discussed several global illumination algorithms in class.  Which of the following is generally characterized by shiny spheres and checkerboards?

a)      Ray Tracing

b)      Radiosity

c)      Photon Mapping

d)      RenderMan

3)      We discussed several global illumination algorithms in class.  Which of the following listed can properly handle caustics?

a)      Ray Tracing

b)      Radiosity

c)      Photon Mapping

d)      RenderMan

4)      In radiosity a matrix is formed of size mxm.  Which of the following can be known if the (i, j) position in the matrix is zero?

a)      patch i is much larger than patch j

b)      patch i is much smaller than patch j

c)      patch i is visible from patch j

d)      patch i is not visible from patch j

5)      Given any implicit equation, which of the following is true for all (x, y, z) that make the equation exactly zero?

a)      All those points are inside the object defined by the implicit equation

b)      All those points are on the surface of the object defined by the implicit equation

c)      All those points are outside the object defined by the implicit equation

d)      You can’t know anything without knowing what the implicit equation is

6)      When solving ray-sphere intersections using the implicit equation for a sphere, you must solve the quadratic equation.  Which of the following do you know if the B2-4AC (i.e. the part under the square root) is negative?

a)      The ray intersects the sphere at a negative t… discard this result

b)      The ray intersects the sphere at a positive t… continue to the solution

c)      The ray does not intersect the sphere… discard this result

d)      The ray begins inside the sphere… this is a special case

7)      When solving for ray-polygon intersections, after intersecting the ray with a plane, the dominant component of the plane normal is found.  this is used to

a)      ignore any component other than the dominant when you project to 2D

b)      ignore the dominant component when you project to 2D

c)      solve the inside-outside test only for that component

8)      If solving for inside-outside of a triangle using barycentric coordinates, and you have two barycentric coordinates solved (bc1 = .57, bc2 = .62) which of the following do you know?

a)      The point is outside the triangle

b)      The point is on the boundary of the triangle

c)      The point is inside the triangle

d)      The hit point is on the “back face” of the triangle

9)      True or false.  The majority of the execution time of a ray tracer is spent in ray-object intersection code.

a)      true

b)      false

10)  Snell’s law is used to calculate which one of the following rays?

a)      start rays

b)      shadow rays

c)      reflection rays

d)      transmission rays

11)  True or false.  You might as well recurse on reflection and transmission rays until you hit nothing.  This always is bound to happen.

a)      true

b)      false

12)  When you hit a surface in ray tracing, generally shadow rays are tested against all objects in a scene.  If these rays come back saying they hit an object in the scene, which of the following do you do?

a)      add none of the light from that light source to the object

b)      add only the ambient light from that light source to the object

c)      add all EXCEPT the ambient light from that light source to the object (i.e. diffuse and specular)

d)      add all components (i.e. ambient, diffuse and specular) from that light source to the object.

13)  Which of the following Ray Tracing additions works to remove jaggies alone?

a)      multisampling

b)      jittering

14)  In the Pixar short “Geri’s Game”, the character Geri was created using which of the following techniques?

a)      Fractals

b)      Bump mapping

c)      Environment mapping

d)      Catmull-Clark Subdivision Surfaces

15)  In the Pixar short “Geri’s Game”, the trees in the background were created using which of the following techniques?

a)      Fractals

b)      Bump mapping

c)      Environment mapping

d)      Catmull-Clark Subdivision Surfaces

16)  In the Pixar short “Geri’s Game”, Geri’s glasses seemed to bend the light as it passed through.  Which of the following techniques was used?

a)      Fractals

b)      Bump mapping

c)      Environment mapping

d)      Catmull-Clark Subdivision Surfaces

For questions 17-20.  Given a triangle with the following vertices, please solve for the equation of the plane it lies on (Ax + By + Cz + D).  (Please note that the normal of the plane can go in either of two directions.  Only one is offered in the following answers, so if you don’t see your answer, try the negative of it!  And don’t forget to normalize your result.)

v1 = (0, 0, 2*sqrt(3))

v2 = (0, 2*sqrt(3), 0)

v3 = (2*sqrt(3), 0, 0)

17)  What is A?

a)      0

b)      1/sqrt(3)

c)      1/sqrt(2)

d)      1

18)  What is B?

a)      0

b)      1/sqrt(3)

c)      1/sqrt(2)

d)      1

19)  What is C?

a)      0

b)      1/sqrt(3)

c)      1/sqrt(2)

d)      1

20)  What is D?

a)      0

b)      -1

c)      -2

d)      -3

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