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Q1 A game is being developed which must run efficiently on low power machines. Three lighting models are available for lighting the game: Flat shading,

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Q1 A game is being developed which must run efficiently on low power machines. Three lighting models are available for lighting the game: Flat shading, Gourard shading and Phong shading. The game will select the most appropriate lighting model based on the capability of the host machine. This decision is based on the frequency of calculation and the amount of interpolation required for each lighting model. Describe how often the lighting (coefficients are calculated and whether or not they are interpolated, for each of the three types of shading model. In a modern graphics pipeline, the fragment shader may calculate the diffuse and specular lighting coefficients. A shader may have input variables declared as either uniform or in. What are the key differences between these two data variable declarations, in terms of where the data is supplied from, and the availability of that data to other shader instances? Q3 A game is set in a dungeon environment, with directional lighting and walls which are shiny with dampness. It has been suggested that the walls should be lit with a light map, whereby the light is "baked" into the texture. Why might this approach be unsuitable? Q4 The road surface is to be textured, and mipmapping willbe utilised to improve the visual quality. Explain how mipmapping achieves this. A game requires the use of a telescopic lens, which can be used to zoom in on distant objects. The game uses a perspective projection matrix. Describe how the shape of the viewing frustum would change as the player uses the telescopic lens to zoom in

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