CG Homework 11, due Mon 2018-12-03 2359
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(2 pts) Computing the effect of light reflecting off of one diffuse surface onto the other surfaces in the scene is called:
- Bitblt
- Bump mapping
- Environment mapping
- Radiosity
- Texture mapping
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(2 pts) Painting a image onto a face to simulate fine detail is called:
- Bitblt
- Bump mapping
- Environment mapping
- Radiosity
- Texture mapping
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(2 pts) Pretending to alter the normal vectors to the surface during rendering is called:
- Bitblt
- Bump mapping
- Environment mapping
- Radiosity
- Texture mapping
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(2 pts) Quickly copying blocks of pixels from one buffer to another is called:
- Bitblt
- Bump mapping
- Environment mapping
- Radiosity
- Texture mapping
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(2 pts) Reflecting the objects around a shiny object onto its surface is called:
- Bitblt
- Bump mapping
- Environment mapping
- Radiosity
- Texture mapping
Answer: slides 9_3.
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(2 pts) Several coordinate systems are typically used in texture mapping. Which one may be used to model curves and surfaces?
- Lagrangian coordinates
- Object or World Coordinates
- Parametric coordinates
- Texture coordinates
- Window Coordinates
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(2 pts) Which one is used to identify points in the image to be mapped?
- Lagrangian coordinates
- Object or World Coordinates
- Parametric coordinates
- Texture coordinates
- Window Coordinates
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(2 pts) Which one is conceptually, where the mapping takes place?
- Lagrangian coordinates
- Object or World Coordinates
- Parametric coordinates
- Texture coordinates
- Window Coordinates
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(2 pts) Which one is where the final image is really produced?
- Lagrangian coordinates
- Object or World Coordinates
- Parametric coordinates
- Texture coordinates
- Window Coordinates
Answers: slide 9_4_5.
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(2 pts) Mathematically, the aliasing problem in CG
- happens when high frequency signals are not sampled often enough.
- happens when low frequency signals are sampled too often.
- is a new problem that did not occur with the old displays.
- can be reduced by subsampling and averaging
- both 1 and 4.
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(2 pts) When you add many images together to blend them, there may be problems: (10_3)
- Loss of accuracy if each color has only 8 bits.
- You can't do this at all in WebGL.
- This requires using a color buffer of at least 4096x4096.
- This requires a stencil buffer.
- This requires that the A component be set to 0.0.
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(2 pts) Fog has been removed from OpenGL, and is not in WebGL, because: (10_3)
- The several possible fog factors (linear, exponential, gaussian) were too confusing.
- With cleaner air, we no longer want to model smog.
- It executed too slowly.
- Removing it simplified the standard, and anyway you can implement it yourself.
- It wasn't removed; it's still part of WebGL.
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(2 pts) What does sampler2D do? (10_4)
- Return a sample random variable from a probability distribution.
- Return one specific texel from a texture map.
- Return a point on a bezier curve by interpolating control points.
- Interpoint a texture value from nearby texels.
- Compute a phong-shaded color.
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(2 pts) Rendering a scene by computing which pixels are colored by each object is called (12_5)
- Image space approach
- Modelview space approach
- Object space approach
- Pixel space approach
- Viewport space approach
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(2 pts) Rendering a scene by computing which objects are behind each pixel is called (12_5)
- Image space approach
- Modelview space approach
- Object space approach
- Pixel space approach
- Viewport space approach
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(2 pts) Cohen-Sutherland clipping (13_1)
- Clips faces fast by doing concave faces properly.
- Clips faces fast by normalizing the projection first.
- Clips lines fast by eliminating many simple cases quickly.
- Clips lines fast by using the fact the current CPUs do division fast.
- Clips textures fast with a mipmap.
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(2 pts) View normalization (13_1)
- Makes the clip region into a cube but changes object cubes into parallelepipeds.
- Preserves angles and distances.
- Preserves angles but not distances.
- Preserves distances but not angles.
- Was obsoleted by fast CPUs.
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(2 pts) About polygon clipping: (13_2)
- A polygon might gain vertices.
- A polygon might gain area.
- If a polygon's vertices are all outside the clip region, then it may be deleted.
- Using a 6-stage pipeline keeps the latency the same.
- Concave polygons become convex.
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(2 pts) From his profits from SGI, Netscape, and other startups, Jim Clark bought the world's XXX largest yacht.
- 1st
- 2nd
- 3rd
- 4th
- 5th
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(2 pts) Which hidden surface algorithm sorts objects back-to-front? (13_2)
- BSP tree
- depth (Z) buffer
- image space
- painter's
- scan line
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(2 pts) Which hidden surface algorithm preprocesses objects into a tree so that you can change the viewpoint and then render by traversing the tree in a different order? (13_2)
- BSP tree
- depth (Z) buffer
- image space
- painter's
- scan line
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(2 pts) Which hidden surface algorithm might send its output straight to a display like a CRT w/o ever storing the whole image? (13_2)
- BSP tree
- depth (Z) buffer
- image space
- painter's
- scan line
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(2 pts) Some colors that you can see on your display cannot be printed, and vv. Why? (13_4)
- Purple is not a pure spectral color.
- The UV emitted by the display fades the printer paper.
- The display and printer's gamuts don't match.
- The printer has 4 inks but the display only 3 primaries.
- There's no such thing as a standard display - different manufacturers have different notions of red.
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(2 pts) What is happening in the following code that is part of a picking program that we saw (11_4):
if(i==0) gl_FragColor = c[0]; else if(i==1) gl_FragColor = c[1]; else if(i==2) gl_FragColor = c[2]; else if(i==3) gl_FragColor = c[3]; else if(i==4) gl_FragColor = c[4]; else if(i==5) gl_FragColor = c[5]; else if(i==6) gl_FragColor = c[6];
- This assigns to each pixel the number that we'd like returned if the user clicks on that pixel.
- This assigns to each pixel the true color of that polygon.
- This keeps track of how many times the user clicked on that pixel.
- This notes how many vertices that polygon has.
- This notes the shininess exponent for that face.
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(2 pts) Radiosity is better than ray tracing when the scene is all
- diffuse objects
- objects outside the viewing region
- objects that are very close to the viewpoint
- specular objects
- very small objects
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(2 pts) Ray tracing is better than radiosity when the scene is all
- diffuse objects
- objects outside the viewing region
- objects that are very close to the viewpoint
- specular objects
- very small objects
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(2 pts) Firing multiple rays through each pixel handles the problem of
- diffuse objects
- objects outside the viewing region
- objects that are very close to the viewpoint
- specular objects
- very small objects
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(2 pts) Consider a 2D Cartesian cubic Bezier curve with these control points: (0,0), (0,1), (1,1), (1,0). What is the point at t=0? OK to look up the formula.
- (0,0)
- (0,1)
- (1,0)
- (1/2, 3/4)
- (1/2,1)
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(2 pts) What is the point at t=1/2?
- (0,0)
- (0,1)
- (1,0)
- (1/2, 3/4)
- (1/2,1)
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(2 pts) What is the point at t=1?
- (0,0)
- (0,1)
- (1,0)
- (1/2, 3/4)
- (1/2,1)
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(2 pts) If you interpolate a curve through a list of control points instead of approximating a curve near the points, then what happens?
- It will not be possible to join two curves and match the radii of curvature.
- The calculations to compute the curve will take impossibly long.
- The curve will stay within the convex hull of the control points.
- The curve will swing outside the convex hull of the control points.
- This isn't possible for curves of odd degree.
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(2 pts) If you use quadratic Bezier curves, then what happens?
- It will not be possible to join two curves and match the radii of curvature.
- The calculations to compute the curve will take impossibly long.
- The curve will stay within the convex hull of the control points.
- The curve will swing outside the convex hull of the control points.
- This isn't possible for curves of even degree.
(Total: 64 points.)