Computer Science 455
Instructor: R. P. Burton
Sixth Quiz

March 31-April 1, 2003


Name _________________________________________ Score ____________/38

  1. Once the conversion to a normalized view volume has taken place, the most efficient clipping operation is associated with the ____________ coordinates. (e)

  2. In doing a perspective transformation to normalized view volume coordinates, the center of projection moves (d)

  3. Which of the following extends least easily to 3D? (c)

  4. How many vanishing points can be associated with a single polyhedron? (d)

  5. The calculation of light intensities typically is done _______ removing hidden surfaces. (c)

  6. The manner in which light is reflected from a surface is determined primarily by (b)

  7. Diffuse reflection occurs with (c)

  8. Specular reflection occurs with (b)

  9. Suppose you have ten point light sources randomly distributed throughout a scene. How many dot products do you expect to need to calculate per surface, assuming a constant intensity surface? (c)

  10. Which of the following is NOT a consideration in determining specular reflection at a point on a surface? (d)

  11. Constant shading is (b)

  12. Where does Gouraud shading first calculate intensities? (b)

  13. Where does Phong shading first calculate intensities? (d)

  14. In the Roberts' hidden line algorithm, what is tested to determine if it/they is/are interior to a polyhedron? (c)

  15. Coherence ____ be exploited to increase the efficiency of the Roberts algorithm. (a)

  16. Suppose a scene consists of 10 polyhedra each of which overlaps at least one other polyhedron. Suppose the average polyhedron consists of 20 polygons. About how many faces qualify for back-face elimination? (c)

  17. The back-face elimination calculation requires at least (d)

  18. Which additional algorithm do you recommend to complete the hidden element removal task of problem 16 if none of the polyhedra overlap in x or y? (a)

  19. The polygons comprising the scene appear in random order. The algorithm in use is (a)

  20. In the depth-sorting method, the polygons appear (b)

  21. What is the relationship between the number of cells of the frame buffer and the number of cells of the z buffer? (a)

  22. Suppose the depth of a point on a polygon has been computed. The calculation of the depth of an adjacent point on the same polygon requires (a)

  23. Two planar polygons "intersect" a particular scan line. All of the following spans are possible EXCEPT (e)

  24. Is the following scenario possible? 1) two surfaces are sorted on "max Z," 2) the surfaces overlap in x, y, and z, 3) the vertices of the surface with the greater "max Z" are not farther away than the plane of the surface of lesser "max Z," 4) the vertices of the surface of lesser "max Z" are not closer than the plane of the surface of greater "max Z," 5) the projections overlap, and 6) the surfaces do not intersect. (a)

  25. Which of the following is NOT sufficient to terminate subdivision (as discussed in class) when applying the area subdivision method? (b)

  26. The efficiency of the area subdivision method is inversely proportional to the number of required subdivisions. (b)

  27. Octree methods for visible surface presentation write octree nodes to the frame buffer (b)

  28. All of the following algorithms can be adapted for hidden-LINE elimination except (e)

  29. All of the following algorithms lend themselves to transparency except (a)

  30. Which of the following is/are appropriate for performing hidden-surface removal from a scene containing a Bezier (curved) surface? (e)

  31. How many polygons should be used to represent one face of one brick which is covered with pits and grooves? (a)

  32. The illusion of texture can be created by altering the ____ as a function of position across the surface. (c)

  33. Shadows can be created by (c)

  34. Suppose individual pixel intensities for a particular system range between 0 and 7. Suppose pixels are treated as being 2 x 3. How many different levels of intensity are possible? (b)

  35. Adding random noise to a scene (b)

  36. A Gouraud-shaded image of an automobile, for example, (b)

  37. The silhouette of a Gouraud-shaded image (b)

  38. What particular deficiency of Gouraud shading does Phong shading overcome? (b)

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