Computer Science 455
Instructor: R. P. Burton
Sixth Quiz
April 3-4, 2006
Name _________________________________________ Score ____________/43
Texture ______ results from surface contour (height) variations.
always
sometimes
never
(b)
Texture can simulated in a computer graphics context by all of the following EXCEPT
micropolygonization of the surface
altering surface normals as a function of position
altering reflection coefficients as a function of position
mapping methods
(no exceptions here)
(e)
If object A casts a shadow on object B, it could be said that “Object B is in object A’s shadow.” Therefore, if object B is a cube specified with uniformly colored faces, one face will differ in shade from another face only if there is an object A to cast a shadow on object B.
true
false
(b)
Shadows cast on a “solid” surface in n-space are at most n-1-dimensional, even though they may wrap around n-dimensional objects.
true
false
(a)
If 1-bit pixels can be either on or off, how many different intensity levels can be presented by 6x6 pixels (one bit each)? (pick the right range)
1 to 10
11 to 100
101 to 1000
1001 to 10,000
more than 10,000
(b – 37)
6. Continuing the previous question, suppose each pixel has 4 different intensity levels. How many different intensity levels can be presented by 6x6 pixels (one bit each)? (pick the right range)
1 to 10
11 to 100
101 to 1000
1001 to 10,000
more than 10,000
(c)
Dithering
selects from among different pixel patterns with the same intensity
adds noise to improve appearance
removes noise to improve appearance
is synonymous with halftoning
(b)
A surface of constant intensity is relatively efficient in terms of processing, but it never results in a realistic image.
true
false
(b)
Gouraud shading claims to
eliminate apparent boundaries between surfaces
reduce apparent boundaries between surfaces
eliminate polygonal silhouettes
reduce polygonal silhouettes
(all of the above)
(b)
Where does Gouraud first calculate intensities?
at each surface
at each vertex
along each edge
along each scanline
(b)
How does Gouraud calculate a normal at a vertex?
he doesn’t
by averaging the normals of the surfaces which meet at the vertex
by averaging the normals of the surfaces which meet at the vertex, weighting each normal according to the area of its associated surface
(b)
Gouraud ____ make it possible to preserve a boundary between two adjacent surfaces.
does
does not
(a)
13. Where does Phong first calculate intensities?
at each surface
at each vertex
along each edge
along each scanline
(d)
Why are rays traced backwards?
to model the “physics” more accurately (i.e. to capture more accurately how light actually travels)
to make it easier to deal with reflected rays and transmitted rays
to reduce the number of rays that need to be traced
(all of the above)
(c)
One of the disadvantages of the octree representation is that it does not lend itself to the calculation (or even the approximation) of surface normals (since all faces are parallel to a principal plane).
true
false
(b)
In their basic forms, ray tracing and radiosity deal with
specular reflection and diffuse reflection, respectively
diffuse reflection and specular reflection, respectively
both diffuse and specular reflection
diffuse reflection
specular reflection
(a)
The illumination emitted by a “polygon” in a radiosity context is _____ the viewpoint.
heavily dependent on
somewhat dependent on
independent of
(c)
18. One of the disadvantages of the (random midpoint displacement) fractal representation is that it does not lend itself to the calculation of surface normals.
true
false
(b)
If, in addition to sending rays through pixel center, rays are sent through pixel corners, the number of rays sent into the scene approximately _____.
stays the same
doubles
four-folds
five-folds
(b)
Light, as perceived by our eyes, consists of discrete (as opposed to continuous) frequencies within the electromagnetic spectrum.
true
false
(b)
A surface becomes visible when it is struck by a frequency which it does not absorb.
true
false
(a)
The combination of reflected frequencies determines a perceived color which is unique to that combination.
true
false
(b)
Which is most pure?
white
pink (aka “wee red”)
red
(c)
Two colors which combine to produce ____ light are called complementary colors.
white
“black”
ultraviolet
(a)
What is the source of the standard primary colors?
seven equally spaced points in the visible spectrum
seven exponentially spaced points in the visible spectrum
the peak retinal response frequencies
a committee
(d)
Pick the best statement:
the standard primary colors are at the extrema of the chromaticity diagram
red, green, and blue, as used in screen phosphors, are at the extrema of the chromaticity diagram
both (a) and (b)
neither (a) nor (b)
(d)
Where is “white” in the chromaticity diagram?
near the center
on the perimeter
nowhere
everywhere
(a)
How many color points are needed to maximize the ratio of i) the percentage of the chromaticity diagram captured to ii) the number of color points used?
two
three
four
∞
(b)
_____ are created by starting with a pure hue and adding black pigment.
Shades
Tints
Tones
(a)
Suppose (for each pixel) that red is on or off, green is on or off, and blue is on or off. How many different colors can be achieved using 2x2 pixels?
less than 10
between 11 and 99
between 100 and 999
(c – 125)
The primary colors (for Primary-aged children) are
1, 2, 3
red, yellow and blue
magenta, yellow, and cyan
red, green, and blue
(c)
A color and the amounts of black and white are sufficient to make a selection from the HSV model.
true
false
(a)
What’s NOT on the outside of the HSV hexacone?
the pure hues
the shades
the tints
the tones
(everything in this list is on the outside)
(d)
Colors are likely to “coordinate” if
they represent all subvolumes of the RGB cube and are roughly equally spaced
they are equally spaced and equally distributed on the top of the HSV hexacone
the are selected from extrema of the RGB cube or the HSV hexacone
(none of the above)
(d)
A pinhole camera ______ invert the image.
does
does not
(a)
A raytraced image _____ invert the scene.
does
does not
(b)
Forward ray tracing is
ineffective
inefficient
ineffective and inefficient
effective and inefficient
ineffective but efficient
(d)
In a commercial-grade ray tracer, sufficient rays are sent into a pixel so that no object “framed” by the pixel is missed by the ray tracer.
true
false
(b)
An object which sometimes is hit (by a ray) and sometimes missed is _______ if the scene consists of at least a few hundred polygons.
consequential
inconsequential
(a)
Which of the following “solves” the ray tracing problem (of not missing objects)?
supersampling
adaptive supersampling
stochastic ray tracing
(none of the above)
(d)
To solve the ray-sphere intersection problem, the ray is represented _____ and the sphere is represented _____.
explicitly, implicitly
implicitly, explicitly
parametrically, implicitly
implicitly, parametrically
parametrically, explicitly
explicitly, parametrically
(c)
If a ray strikes a sphere, it always strikes it in _____ point(s).
one
two (though the two points may be the same)
two (and the two points are always distinct)
(a)
The surface normal (at a point where a ray strikes a sphere) always points away from the center of the sphere.
true
false
(b)