1.What is the shading model?
The
shading model attempts to model how light that emanates from light sources
would interact with objects in a scene. The shading model dictates how light is
scattered or reflected from a surface
2.What is known as black body?
If all of
the incident light is absorbed, the object appears black and is known as a
blackbody.
3.State Lamber’s Law?
The relationship between brightness
and surface orientation is called lamber’s law.
4.What
are the three types of light contributions? Diffuse
Specular
Ambient
5.What
are the two types of smooth shading? The 2 types of smooth shading are
Gouraud shading
Phone shading
6.What is called Phong shading?
Greater
realism can be achieved, to highlights on shiny objects, by a better
approximation of the normal vector to the face at each pixel. This type of
shading is called phong shading.
7.What is called texels?
Textures
are formed bitmap representations of images. Such representation consists of an
array, such as texture [c] [r], of color values called texels.
8.What is the use of
glGetUniformLocation function?
The
glGetUniformLocation function is used to retrieve the locations of some uniform
variables that are defined in the shaders.
9.Mention
the types of shader? GL_VERTEX_SHADER
GL_FRAGMENT_SHADER
GL_DELETE_SHADER
GL_ATTACH_SHADER
10.Write down the function of
texture(s,t)?
The function texture (s,t) accesses
“samples” in the array, as in the code,
Color3 texture(float s, float t)
{
Return txtr[(int)(s*c)][(int)(t*R)];
}
11.What is the visible intensity?
The visible intensity I is set equal
to the texture value at each spot.
I= texture(s,t)
12.What is the use of glTexCoord2f()
function?
The
function glTexCoord2f() is used to associate a point in texture space,
Pi=(si,ti) with each vertex Vi of the face.
13.Write
down the OpenGL command to define a quadrilateral face.
glBegin(GL_QUADS);//define a quadrilateral face glTexCoord2f(0.0,0.0);
glVertex3f(1.0,2.5,1.5); glTexCoord2f(0.0,0.6);glVertex3f(1.0,3.7,1.5);
glTexCoord2f(0.8,0.6);glVertex(2.0,3.7,1.5); glTexCoord2f(0.8,0.0);glVertex3f(2.0,2.5,1.5);
glEnd();
14.Give the basic idea of reflection
Mapping.
The
reflection mapping can significantly improve the realism of pictures especially
animations. The basic idea is to see reflections in an object thet suggest the
“world”
surrounding thet object.
5.What is called a shadow buffer?
An
auxiliary second depth buffer,called a shadow buffer,is employed for each light
source. It contains depth picture for the scene from the point of view of the
light source.
16.What does sliding means?
Sliding
means to move the camera along one of its own axes,(ie) in the u,v or n
directions,without rotating it.
17.Write
down the syntax for glFramebufferRenderbufferEXT(). Void
glFramebufferRenderbufferEXT(GLenum target,
GLenum attachmentPoint,
GLenum renderbufferTarget,
GLuint renderbufferId);
18.What is the function of
glCheckFramebufferStatusEXT()?
The
glCheckFramebufferStatusEXT() validates all its attached images and framebuffer
parameters on the currently bound FBO. And, this function cannot be called
within glBegin()/glEnd() pair.
19.Write down the syntax for
glGetRenderbufferParameteriveEXT().
Void
glGetRenderbufferParameterivEXT(GLenum target, GLenum param, Glint* value);
20.List out some of the rules of FBO
completeness.
The width and height of
framebuffer-attachable image must be not zero
FBO must have at least one image
attached
All images attached a FBO must have
the same width and height
All images attached the color
attachment points must have the same internal format.
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