Computer Science 455
Instructor: R. P. Burton
Fifth Quiz
March 20-21, 2006
Name _________________________________________ Score ____________/46
Given 5 sets of control points (each with 4 control points), how many blending functions need to be determined?
4
5
9
20
(a)
Every Bezier curve has a convex hull?
true
true unless the (sequence of) control points form(s) a concavity
false
(a)
What is the implication of multiple co-positional control points?
the Bezier properties no longer can be guaranteed
that position exerts a relatively strong influence on the shape of the curve
none; it’s like putting the same element into a set more than once
(b)
What is the degree of a Bezier polynomial determined for 10 control points?
3
at most 9
at least 9
at most 10
at least 10
more than 10
(b)
Renumbering the control points (for example, point 4 is called point 2 and point 2 is called point 4) ___________ change the shape of the Bezier curve.
does
does not
(a)
When Bezier curves are pieced together, ______ continuity can be achieved at the joint.
no
zero order
first order
(c)
B-splines differ from Bezier curves in
how control points are specified
the blending functions
how the control points and the blending functions are combined
(all of the above)
(b)
A change to a B-spline control point affects _____ of the associated B-spline curve.
some
all
(a)
The “convex hull / variation diminishing property” is typically associated with curves which _______ control points.
approximate
interpolate
(a)
An n x m mesh of control points for a Bezier surface produces _____ (polygonal) surface patches.
n-1 x m-1
n x m
m+1 x n+1
(any of the above, and lots of other combinations, too)
(d)
What is the minimum dimensionality of a “hider” in 6 dimensions?
2
3
4
5
6
7
(d)
A quadrilateral swept translationally produces a(n efficient) polyhedron of ______ sides.
4
6
lots more than 6
(b)
What is “super” about a super quadric?
it is a combination of quadrics (e.g. a parabolic hyperboloid)
it has a higher number of dimensions (e.g. four)
it had additional features for adjusting shapes (e.g. more round or more pointed)
(c)
Which is the most descriptive statement for “blobby” objects.
fixed volume, variable shape
textured to give the illusion of softness
composed of several distinct parts (a.k.a. blobs)
(a)
Ray casting would be most useful for
superquadrics
blobby objects
union, intersection, and difference
(c)
Quadtrees would be most efficient for scenes with ______ homogeneous regions.
large
small
(a)
Octrees would be appropriate
for three-dimensional objects represented by their ____.
shells
shells and interiors
(b)
Octrees and quadtrees are
balanced
balanced and bushy
complete
full
(all of the above)
(none of the above)
(f)
Suppose M transforms coordinates x, y, and z. What transforms the associated coefficients A, B, C, and D?
M
M-inverse
M-transpose
Nothing
(b)
In a (properly designed and implemented) graphics setting, a “hidden” line is never displayed.
true
false
(b)
The Roberts hidden-line algorithm discussed in class is an _____-space algorithm.
image
object
(b)
In the Roberts algorithm it ____ necessary to determine, individually, the visibility of every point on every edge on every object.
was
was not
(b)
Which of the following can be used to enhance the efficiency of a visible surface algorithm?
sorting
coherence
both
neither
(c)
A backface is most efficiently detected by
substituting the coordinates of the eye into the equation of the plane containing the potential backface, and then looking at the sign of the result
considering the normal vector for the backface
considering only one of the components of the normal vector of the backface
(none of the above)
(c)
What is the fundamental distinction between the depth-buffer algorithm and the z-buffer algorithm?
the z-buffer algorithm considers only the z coordinates of scene elements whereas the depth-buffer algorithm determines depth using x, y, and z coordinates
the z-buffer algorithm handles only parallel orthographic projections
(there is no fundamental distinction)
(c)
What is the minimum size of the depth buffer?
the same as the frame buffer
one “scan line”
one “pixel”
(c)
For the purposes of the z-buffer algorithm, calculation of the depth of any point on a planar surface generally is done by solving the planar equation for z, which involves a division by C.
always true
infrequently true
always false
(b - it’s usually done by adding or subtracting a constant)
The scan-line hidden surface method allows ______ polygons to overlap and determines which is closer/closest.
two
two or more
(b)
The scan-line hidden surface method requires the determination of the closer/closest polygon at _____ point(s) along the scan line.
all
typically only a few
only one
(b)
The depth-sorting algorithm sorts surfaces by depth, as the name suggests.
true
false
(a)
Surface A spans surface B in depth, but the two surfaces do not overlap in x. Which should be the subject and which should be the neighbor?
A should be the subject
B should be the subject
It doesn’t matter; either arrangement will produce correct results
(c)
The following two tests are equivalent: (1) the vertices of the surface of greatest depth are further away that the plane of the surface of next greatest depth, (2) the vertices of the surface of next greatest depth are closer than the plane of the surface of greatest depth.
true
false
(b)
The area subdivision algorithm uses ______ concepts.
constructive solid geometry
quadtree
octree
fractal
particle system
(b)
The Warnock algorithm contemplates no further subdivision in all of the following cases except
all surfaces are outside the area
only one surface intersects the area
two surfaces intersect the area, but are disjoint
a surrounding surface is closer than all other surfaces which intersect the area
(no exceptions here)
(c)
An octree representation lends itself more efficiently to visible element presentation by projecting octants
back to front
front to back
(it doesn’t lend itself to visible element presentation)
(b)
All of the following lend themselves to hidden-line removal except
z-buffer
scan-line
painter’s
area subdivision
(no exceptions here)
(e)
All of the following lend themselves to transparency except
z-buffer
scan-line
painter’s
area subdivision
(no exceptions here)
(a)
Which of the following would be appropriate for a wireframe display with transparency?
z-buffer
scan-line
painter’s
area subdivision
(all of the above)
(none of the above)
(f)
What are the dimensions of a “point” light source in a computer graphics context?
infinitesimally small
one pixel (or voxel)
small relative to the scene
(c)
Which of the following should NOT be treated as a light source?
a light-emitting source
a light-reflecting source
a light-transmitting source
(b) and (c)
(none of the above)
(e)
Diffuse reflection is a function primarily of the
light source
the surface
(b)
Ambient light produces ______ reflection(s).
diffuse
specular
both diffuse and specular
(a)
If a scene consists of ambient light and 10 point light sources (each with a red, green, and blue component), ____ components are summed to determine to total diffuse reflection.
2
11
31
33
(d)
Which of the following contribute(s) to the color of a specular reflection?
the light source
the surface
both the light source and the surface
(c)
Why does gold look different from brass of the same color?
because intensity falls off more rapidly (as a function of the angle between the ideal reflection and the viewer) for brass than for gold (or vice versa)
because the curves representing how light falls off (as a function of the angle between the normal and the ideal reflector) are different
it doesn’t and that’s why gold is almost impossible to distinguish from brass “of the same color”
(b)
Which is more costly to implement?
translucency
transparency
(a)
When light arrives at a convex angle theta from a less dense medium and enters a more dense medium, the direction traveled by the light in the more dense medium is
more nearly perpendicular to the surface of the more dense medium
less nearly perpendicular to the surface of the more dense medium
(b)