Question: 1.The modeling process concludes with the construction of a ______________, which is a data structure containing models of all the objects in a scene as

1.The modeling process concludes with the construction of a ______________, which is a data structure containing models of all the objects in a scene as well as camera information.

frame buffer

scene graph

planer patches

particle system

2.The shape of an object is typically represented by means of a ____________, which represents the shape as a collection of flat surfaces.

frame buffer

scene graph

polygonal mesh

image window

3.A _________ is a procedural model that uses numerous small particles to simulate an object.

Particle system

Texture mapping

Frame buffer

Digitizing

4. The shading technique called __________ produces a faceted image.

Phong shading

Flat shading

Gouraud shading

Bump mapping

5. Bright highlights on an object are produced by __________ light.

Specular

Diffuse

Ambient

Orthogonal

6. Clipping is the process of restricting attention to objects (or parts of objects) that are within the ___________.

Phong shading

The view volume

Texture mapping

Bump mapping

7. Another name for scan conversion is ____________.

Rasterization

Digitizing

Bump mapping

Ray tracing

8 The image window represents the portion of the projection plane that will contribute to the final image. A bit map of that image is stored in the ___________.

Z-buffer

Center of projection

Frame buffer

9 A storage area called a __________ is often used to record distance information to be used in hidden-surface removal.

Z-buffer

Center of projection

Frame buffer

Particle system

10. The ________ algorithm is a simple approach to performing hidden-surface removal.

Painters

Texture

Surface

Bezier curve

11. A line perpendicular to a surface is called a __________.

Normal line

Incident line

Tangent line

Reflective line

12. The steps of clipping, hidden-surface removal, and shading are often referred to collectively as the _______________.

Rendering pipeline

Ray tracing

Digitizing

Rasterization

13. Although __________ implements a global lighting model, it is time consuming and gives undue emphasis to specular light.

Ray tracing

Bump mapping

Gouraund shading

Flat shading

14. Although __________ implements a global lighting model, it is time consuming and gives undue emphasis to diffuse light.

Radiosity

Morphing

Dynamics

Kinematics

Each of the images used to produce an animated sequence is called a _________.

Pixel

Sphere

Polygonal mesh

Frame

16. An animation project usually starts by constructing a _________, which consists of a collection of images that represent significant points in the sequence.

Storyboard

Motion capture

In-betweening

Morphing

17. Producing animation frames by computing the effects of forces is an application of __________.

Dynamics

Kinematics

18. Producing animation frames by simulating the movements of joints and appendages is an application of ___________.

Dynamics

Kinematics

19. Which of the following is the simplest shading technique?

Phong shading

Flat shading

Gouraud shading

Bump mapping

20. Which of the following is not naturally handled by a local lighting model?

Specular light

Diffuse light

Ambient light

Shadows

21. Which of the following is not a property of the rendering pipeline?

It relies on recursive ray tracing.

It implements a local lighting model.

It is often implemented in firmware.

Its use leads to efficient rendering systems.

22. Which of the following is an advantage of ray tracing over the traditional rendering pipeline?

It is less time consuming.

It implements a local lighting model.

It can be implemented in real time.

It implements a global lighting model.

23. The image is stored in the

Image window

Z-buffer

Center of projection

Frame buffer

24. Which of the following is not a way of constructing a polygonal mesh?

Digitizing

Procedural model

Texture mapping

Particle system

25. Which of the following is not associated with scan conversion?

A z-buffer

The painters algorithm

Digitizing

Pixel positions

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