Computer Graphics/Web-GL questions
Question 26
Consider three vectors, l, n, and v, which are direction of in ray, normal of the surface, and out ray, respectively. If the viewer is distant (i.e. at infinite), which of the following is constant?
l |
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n |
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v |
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none of these three |
Question 27
Since the sphere is not an object supported within WebGL, so we will generate approximations to a sphere using_________ through a process known as recursive subdivision.
Which of the following is the best fit into the blank above?
traingle |
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rectangle |
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disk |
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square |
Question 28
When we try to apply lighting model in application, we use some math functions in MV.sj file. What is the value of d if
var d = dot(normal, lightPosition);
where lightPosition = vec3(10, 4, 12); and normal = vec3(0.0, 0.0, 1.0); ?
(0.0, 0.0, 12.0) |
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(10.0, 4.0, 13.0) |
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27.0 |
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12.0 |
Question 29
To implement lighting in the vertex shader, we must carry out three steps. Please order them
- 1. 2. 3.
write an apporpriate vertex shader
- 1.
2. 3.
transfer the necessary data to appropriate place
- 1.
2. 3.
Question 30
Suppose that we use only two colors in a vertex shader:
vec4 color1 = vec4(1.0, 1.0, 0.0, 1.0); // yellow
vec4 color2 = vec4(1.0, 0.0, 0.0, 1.0); // red We could then switch between the colors based, for example, on the magnitude ofthe diffuse color. Using the light and normal vectors, we could assign colors as gl_FragColor = (dot(lightv, norm)) > 0.5 ? color1 : color2); Which of the following will assign yellow to gl_FragColor?
lighty = (0, 0, 1) and norm = (0, 1, 0) |
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lighty = (1, 0, 0) and norm = (0, 1, 0) |
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lighty = (0, 1, 0) and norm = (0, 1, 0); |
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non of these |
Q26)
Answer is Option C
The Out Ray i.e. v is constant
Q27)
Answer is Option A
Since the sphere is not an object supported within WebGL, so we will generate approximations to a sphere using___Triangle through a process known as recursive subdivision.
Q28)
Answer is Option D
Dot Product d = 10 * 0.0 + 4*0.0 + 12 * 1.0 = 12 .0
Q29)
Correct Order is
Choose a lighting model.
write an appropriate vertex shader
transfer the necessary data to appropriate place
Q30)
Answer is Option C
lighty = (0, 1, 0) and norm = (0, 1, 0) will be assign yellow to gl_FragColor because dot product of other options <0.5 so red will be assigned in those .
These are the answer of given Problems
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