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CMPT 370 A - Computer Graphics (SP 2025)

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Which equation (Lambert's Law) shows the relationship between the amount of light reflected on the perfect diffuse reflector (Lambertian surface) and the angle between the normal vector of the surface and the incoming light?

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Which is NOT true about texture mapping?

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Which shading is described by the following?

This is one of the smooth shading methods. The lighting (light intensity) is calculated at each vertex and interpolated across the surface for interior pixels. If polygon mesh surfaces have high curvatures,  this shading may show edges. 

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The following shows an excerpt of the code for a vertex lighting shader. What does the code with red colour calculate?

vec3 pos = -(uModelViewMatrix * aPosition).xyz;

vec3 light = uLightPosition.xyz;

vec3 L = normalize( light - pos ); 

vec3 E = normalize( -pos );      

vec3 H = normalize( L + E ); 

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What is the benefit of using Blinn-Phong reflection model instead of Phong reflection model? 

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What is described by the following?

This is an interpolation technique. For each point of the surface, the surface normals are interpolated to calculate the light intensity. 

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What is represented by the following equation?

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In (real-time) Computer Graphics, what is important? (Choose the best answer based on what you have learned in class.)

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Projecting a polygon from a point light source onto a surface is one of the oldest methods of creating a shadow. If we project a shadow onto the ground at y = 0, which perspective projection matrix is used?

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What type of surface is described by the following?

This has a smooth surface that shows highlights (as seen in the figure below) resulting from incoming light being reflected in directions concentrated close to the direction of a perfect reflection.

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