FINALTERM EXAMINATION
Spring 2010
CS602- Computer Graphics (Session - 4)
Time: 90 min
Marks: 60
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Question No: 1 ( Marks: 1 ) - Please choose one
► Stop-motion animation
► Computer Aided Geometric Design
► Video Games
► Scientific Visualization
Question No: 2 ( Marks: 1 ) - Please choose one
► False
► True
Question No: 3 ( Marks: 1 ) - Please choose one
► Full animation
► Limited animation
► Low animation
► High resolution
Question No: 4 ( Marks: 1 ) - Please choose one
► Two
► One
► Three
► Four
Question No: 5 ( Marks: 1 ) - Please choose one
► Forward scattering
► Diffuse Lambertian
► Backscattering
► Retro
Question No: 6 ( Marks: 1 ) - Please choose one
► Reflecting angle, Reflecting angle
► Refracting angle, Refracting angle
► Frequency, Frequency
► Wavelength, Wavelength
Question No: 7 ( Marks: 1 ) - Please choose one
► Abnormal
► Complex
► Simple
► Unknown
Question No: 8 ( Marks: 1 ) - Please choose one
► Local
► Static
► Global
► Variable
Question No: 9 ( Marks: 1 ) - Please choose one
► glutMainLoop
► glutIdleFunc
► glutReshapeFunc
► glutDisplayFunc
Question No: 10 ( Marks: 1 ) - Please choose one
► -1.0
► 0.0
► 2.0
► 1.0
Question No: 11 ( Marks: 1 ) - Please choose one
► Non Universal Rational Binary Spline
► Non Uniform Rational Binary Splines
► Non Uniform Rational Beta Splines
► Non Universal Rational Beta Splines
Question No: 12 ( Marks: 1 ) - Please choose one
► Must be a set of linearly independent vectors
► Must be a set of linearly dependent vectors
► Must be made up of the basis vectors (e1, e2, and e3)
► Can be made up of any set of vectors
Question No: 13 ( Marks: 1 ) - Please choose one
► None of the given
► Most stable
► Less stable
► Most unstable
Question No: 14 ( Marks: 1 ) - Please choose one
► None of the given
► Non complex
► Most complex
► More complex
Question No: 15 ( Marks: 1 ) - Please choose one
► None of the given
► Neither
► Different
► Same
Question No: 16 ( Marks: 1 ) - Please choose one
► Mosse
► Fern
► None of the given
► Thohar
Question No: 17 ( Marks: 1 ) - Please choose one
► Multi-dimensional
► One-dimensional
► Two-dimensional
► Three-dimensional
Question No: 18 ( Marks: 1 ) - Please choose one
► End-point interpolation
► Variation Diminishing
► Symmetry
► Convex-Hull
Question No: 19 ( Marks: 1 ) - Please choose one
► The attenuation of a point light source with distance
► The size (in each dimension) which the light is assumed to have
► The amount to perturb reflection vectors as they are mirrored across the normal
► The material reaction to ambient, diffuse and specular light (respectively)
Question No: 20 ( Marks: 1 ) - Please choose one
► Specular
► Diffuse
► Ambient
Question No: 21 ( Marks: 1 ) - Please choose one
► add all components (i.e. ambient, diffuse and specular) from that light source to the object.
► add all EXCEPT the ambient light from that light source to the object (i.e. diffuse and specular)
► add only the ambient light from that light source to the object
► add none of the light from that light source to the object
Question No: 22 ( Marks: 1 ) - Please choose one
► False
► True
Question No: 23 ( Marks: 1 ) - Please choose one
► Ending lines
► Points
► Vertices
► Edges
Question No: 24 ( Marks: 1 ) - Please choose one
► End-point interpolation
► Variation Diminishing
► Symmetry
► Convex-Hull
Question No: 25 ( Marks: 1 ) - Please choose one
► Edge
► Vertices
► Pixels
► None of the given
Question No: 26 ( Marks: 1 ) - Please choose one
► Outside the boundary
► Inside the boundary
► At boundary
► None of the given
Question No: 27 ( Marks: 1 ) - Please choose one
► Convex
► Concave
► Complex
► None of the given
Question No: 28 ( Marks: 1 ) - Please choose one
► Convex
► Concave
► Complex
► None of the given
Question No: 29 ( Marks: 1 ) - Please choose one
surface.
► Mapping plane
► Three Coordinate Planes
► View plane
► Projection
Question No: 30 ( Marks: 1 ) - Please choose one
► Unknown
► Simple
► Complex
► Abnormal
Question No: 31 ( Marks: 2 )
Question No: 32 ( Marks: 2 )
A light containing a minimum of the following parameters: light location, target location and penumbra.
Theater lights or bulbs enclosed in a lamp shade are good examples of spotlights. A spot light is like a point light, but its light rays are restricted to a well defined cone. It is often used to direct the viewers eye to certain parts of the scene.
Question No: 33 ( Marks: 2 )
An algorithm that clips a polygon is rather complex. Each edge of the polygon must be tested against each edge of the clipping window, usually a rectangle. As a result, new edges may be added, and existing edges may be discarded, retained, or divided. Multiple polygons may result from clipping a single polygon. We need an organized way to deal with all of these cases.
Question No: 34 ( Marks: 2 )
1. Without ambient light
2. With too much ambient light
2. With too much ambient light
Ambient light means the light that is already present in a scene, before any additional lighting is added. It usually refers to natural light, either outdoors or coming through windows etc. It can also mean artificial lights such as normal room lights.
Photography and video work rely largely or wholly on ambient lighting.
Ambient light can be a real trouble if it conflicts with what the photographer wants to achieve. For example, ambient light may be the wrong color temperature, intensity or direction for the desired effect. In this case the photographer may choose to block out the ambient light completely and replace it with artificial light.
Question No: 35 ( Marks: 3 )
Question No: 36 ( Marks: 3 )
Question No: 37 ( Marks: 3 )
Question No: 38 ( Marks: 3 )
predefine the material properties which will be consequently assigned to objects when you define them with the glColor command. This is done by making the following call:
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
Question No: 39 ( Marks: 5 )
Error Codes
The following is the error code and its condition.
GL_INVALID_OPERATION: glLoadIdentity was called between a call to glBegin and the corresponding call to glEnd.
glLoadMatrix replaces the current matrix with the one whose elements are specified by m . The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see glMatrixMode ).
Question No: 40 ( Marks: 5 )
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