Question
1.The modeling process concludes with the construction of a ______________, which is a data structure containing models of all the objects in a scene as
1.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.
frame buffer
scene graph
planer patches
particle system
2.The shape of an object is typically represented by means of a ____________, which represents the shape as a collection of flat surfaces.
frame buffer
scene graph
polygonal mesh
image window
3.A _________ is a procedural model that uses numerous small particles to simulate an object.
Particle system
Texture mapping
Frame buffer
Digitizing
4. The shading technique called __________ produces a faceted image.
Phong shading
Flat shading
Gouraud shading
Bump mapping
5. Bright highlights on an object are produced by __________ light.
Specular
Diffuse
Ambient
Orthogonal
6. Clipping is the process of restricting attention to objects (or parts of objects) that are within the ___________.
Phong shading
The view volume
Texture mapping
Bump mapping
7. Another name for scan conversion is ____________.
Rasterization
Digitizing
Bump mapping
Ray tracing
8 The image window represents the portion of the projection plane that will contribute to the final image. A bit map of that image is stored in the ___________.
Z-buffer
Center of projection
Frame buffer
9 A storage area called a __________ is often used to record distance information to be used in hidden-surface removal.
Z-buffer
Center of projection
Frame buffer
Particle system
10. The ________ algorithm is a simple approach to performing hidden-surface removal.
Painters
Texture
Surface
Bezier curve
11. A line perpendicular to a surface is called a __________.
Normal line
Incident line
Tangent line
Reflective line
12. The steps of clipping, hidden-surface removal, and shading are often referred to collectively as the _______________.
Rendering pipeline
Ray tracing
Digitizing
Rasterization
13. Although __________ implements a global lighting model, it is time consuming and gives undue emphasis to specular light.
Ray tracing
Bump mapping
Gouraund shading
Flat shading
14. Although __________ implements a global lighting model, it is time consuming and gives undue emphasis to diffuse light.
Radiosity
Morphing
Dynamics
Kinematics
Each of the images used to produce an animated sequence is called a _________.
Pixel
Sphere
Polygonal mesh
Frame
16. An animation project usually starts by constructing a _________, which consists of a collection of images that represent significant points in the sequence.
Storyboard
Motion capture
In-betweening
Morphing
17. Producing animation frames by computing the effects of forces is an application of __________.
Dynamics
Kinematics
18. Producing animation frames by simulating the movements of joints and appendages is an application of ___________.
Dynamics
Kinematics
19. Which of the following is the simplest shading technique?
Phong shading
Flat shading
Gouraud shading
Bump mapping
20. Which of the following is not naturally handled by a local lighting model?
Specular light
Diffuse light
Ambient light
Shadows
21. Which of the following is not a property of the rendering pipeline?
It relies on recursive ray tracing.
It implements a local lighting model.
It is often implemented in firmware.
Its use leads to efficient rendering systems.
22. Which of the following is an advantage of ray tracing over the traditional rendering pipeline?
It is less time consuming.
It implements a local lighting model.
It can be implemented in real time.
It implements a global lighting model.
23. The image is stored in the
Image window
Z-buffer
Center of projection
Frame buffer
24. Which of the following is not a way of constructing a polygonal mesh?
Digitizing
Procedural model
Texture mapping
Particle system
25. Which of the following is not associated with scan conversion?
A z-buffer
The painters algorithm
Digitizing
Pixel positions
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