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Computer Graphics Questions
Computer Graphics Questions
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Compilation of all the Quiz! questions from the CG classes.
Flashcards
53 cards
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Practice quiz
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Host live
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Questions
53
Answers
1
Implicit representations are done through equations and formulas
True
False
2
Trilinear interpolation interpolates between three values
True
False
3
To color a 3D polygonal mesh we can use
all answers are valid
fragment shader
color textures, vertex colors
color texture
4
A 3D sphere can be represented as
x*x + y*y = 0
f(x) = x*x + y*y
x*x + y*y = r*r for z = [a, b]
x*x + y*y + z*z = r*r
5
The GPU calculates the mipmaps of a bitmap texture
False
True
6
LIDAR scans and photogrametry generate
Point clouds
Level sets
Continuous surfaces
Volumetric data
7
The area that is a screen pixel takes from a bitmap texture (pixel's footprint) usually is
Defined in the mipmap
Calculated with the Jacobian matrix
Equirectangular
Orthogonal
8
Topology is relevant for
Mesh subdivision and rendering performance
Further modelling
UV unwrapping and animation
All are correct
9
Modelling 3D polygon meshes is
High-level
Difficult due to lack of software
Done through 3D scans
Low-level and flexible
10
The shader defines which textures can be used
True
False
11
It is easy to transform from 3D polygon mesh to continuous surface
False
True
12
The normal map values modify
the geometry (vertices positions)
all answers are valid
the surface normals
the model matrix
13
3D polygon meshes are limited
to the number of vertices
to the scanning method
to fixed colors
by high-level modifications
14
Mipmap's KB / Texture KB = The storage relationship between a bitmap texture and its mipmap
5/3 KB
4/3 KB
4/3
3/2
15
A 3D polygon mesh usually has
model, view, and projection matrices
vertices, edges, faces
a frustrum
a framebuffer
16
3D polygon meshes are common in
Videogames
Medical imaging
LIDAR scans
Physics simulations
17
Point clouds and implicit representations can be used in the same scene
False
True
18
Clouds and smoke are usually represented as
3D polygonal meshes
Continuous surfaces
Volumes
Point clouds
19
Coordinate reprojections with the model, view and rojection matrices (MVP) is done in the vertex shader
True
False
20
A shader program usually has a vertex and fragment shaders
True
False
21
It is common to transform a point cloud to a continuous surface
True
False
22
Which of these textures modify the geometry of a 3D polygonal mesh?
bump map
geometry map and normal map
displacement map
normal map
23
3D polygon meshes and volumes can be rendered in the same scene
True
False
24
Topology is
The distribution of UV coordinates
The structure of vertices, edges and faces
The result of a displacement map modification
The relationship between colors and vertices
25
Two polygon meshes can have different topology and look the same when rendered
True
False
26
3D polygon meshes are resolution dependent
False
True
27
The fragment shader is executed
per texel
per vertex
per pixel
per voxel
28
Point clouds are common in
Industrial design
Medical imaging
3D scans
Videogames
29
A shader runs in the
CPU
both GPU and CPU
GPU
VRAM
30
Mathematical equations can represent geometries
False
True
31
Volumes are expensive to render
False
True
32
The interpolation between two mipmap levels is called
Bicubic interpolation
Nearest-neighbour interpolation
Bilinear interpolation
Trilinear interpolation
33
Point clouds are
Vertices, edges and faces
Millions of points/vertices
Easy to model and modify
Rendered with volumetric techniques
34
Polygonal meshes are explicit representations
True
False
35
When a screen pixel takes more than 5 texels, the GPU
uses mipmaps
all answers are correct
upsamples the texels
does near neighbour interpolation
36
It is common to model point clouds by hand
True
False
37
Subdivisions, NURBS and T-splines are used for
Point clouds
3D polygon meshes
Medical scans
Continuous surfaces
38
Using lots of vertices is NOT recommended for
Low resolution meshes
Fast rendering
Bump maps
Displacement maps
39
Upsampling methods for 2D images are
Bilinear interpolation
Near neighbour interpolation
All are correct
Bicubic interpolation
40
Extrude is the operation to modify
The UV coordinates
None of the above
The geometry
The normals
41
The GPU has access to the all variables and classes defined in the CPU
False
True
42
Implicit representations are good for
Low-level modifications
Fast rendering
Evaluating inside/outside of geometry
Animation
43
Continuous surfaces are modelled with
high-level control points
3D scans
low-levels modifications
vertex shader
44
The relationship between a bitmap texture (2D) and a 3D polygonal mesh is defined
in the model matrix
in the rastering process
with the VU coordinates
with the UV coordinates
45
Continuous surfaces are common in
3D reconstructions
Videogames
Industrial design
Medical imaging
46
The UV coordinates can range from
None of the answers
-1 to 1
0 to 255
0 to 1
47
Continuous surfaces are resolution independent
False
True
48
Current GPU's can deal with bitmap textures with a size that is NOT power of two (1024, 512, 2048...)
False
True
49
Bitmap images are composed of
All are correct
Pixels
Vertices, edges and faces
Vector graphics
50
The normal map encodes the normal vector
in grayscale
as x = R*2 - 1, y = G*2 - 1, z = B
in purple
with angles(α, β, γ)
51
Medical imaging uses
3D polygon meshes
Point clouds
Volumetric representations
Continuous surfaces
52
A "uniform" is a variable sent from
the CPU to the GPU
the vertex shader to the CPU
the GPU to the CPU
the vertex shader to the fragment shader
53
The specular map defines reflectivity and shininess
True
False