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CS45 Midterm
| Question | Answer |
|---|---|
| The field of creating and manipulating visual content using computers. | Computer Graphics |
| More than just pretty pictures it is about the math, algorithms, and data structures behind them. | Computer Graphics |
| Dedicated video memory for storing textures and other data. | VRAM |
| GPUs have thousands of cores, what is the process allowing them to perform many calculations at once. | Parallelism |
| What type of CG Technical Area includes Mathematics and Algorithms that define 2D and 3D Geometric Objects | Geometric Modeling |
| What type of CG Technical Area includes Math, physics and algorithms that specify how light interacts with matter | Lighting and Shading |
| What type of CG Technical Area includes Algorithms that take geometry, lighting, shading and viewing information and generate an image | Rendering |
| What type of CG Technical Area includes Techniques for visually communicating and exploring scientific, medical or abstract data | Visualization and Visual Analytics |
| What type of CG Technical Area includes Study of how humans perceive light and information | Perception |
| What type of CG Technical Area uses physics to make models move. | Simulation |
| What type of CG Technical Area Designs software and hardware systems to implement graphics algorithms | Software and Hardware |
| When was Ivan Edward Sutherland born | May 16, 1938 |
| An American computer scientist and Internet pioneer, widely regarded as a pioneer of computer graphics. Created sketchpad and the original CAD system. | Ivan Edward Sutherland |
| [Type of graphics] Composed of pixels on a grid (e.g., JPEG, PNG) | Raster Graphics |
| [Type of graphics] Good for photographs and complex scenes. | Raster Graphics |
| [Type of graphics] Can suffer from pixelation when scaled. | Raster Graphics |
| [Type of graphics] Composed of geometric primitives (points, lines, curves). | Vector Graphics |
| [Type of graphics] Scalable to any size without loss of quality. | Vector Graphics |
| [Type of graphics] Used in logos, fonts, and CAD. | Vector Graphics |
| [Type of graphics] Lossy, jaggies when transforming, good for photos | Raster Graphics |
| [Type of graphics] Non-lossy, smooth when scaling, good for line art and diagrams. | Vector Graphics |
| The maximum number of points that can be displayed without overlap on a CRT is referred to as ? | Resolution |
| A more precise definition of ___ is the number of points per centimeter that can be plotted horizontally and vertically. | Resolution |
| ___ is the number of horizontal points to vertical points (or vice versa) necessary to produce equal-length lines in both directions on the screen. | Aspect Ratio |
| A frame buffer with one bit per pixel is commonly called a? | bitmap |
| A frame buffer with multiple bits per pixel is a? | pixmap |
| ___ is a computer graphics rendering application programming interface, or API (for short) | OpenGL |
| With it, you can generate high-quality color images by rendering with geometric and image primitives | OpenGL |
| It forms the basis of many interactive applications that include 3D graphics | OpenGL |
| First Developed OpenGL at ___ | (SGI) Computer Systems |
| When was Version 1.0 of OpenGL released | 1994 |
| OpenGL is object oriented [TRUE / FALSE] | FALSE |
| The ___ refers to the collection of open, royalty-free standards developed and managed by ___, an industry consortium. | Khronos Visual Computing Ecosystem |
| OpenGL's latest version is? | 4.5 |
| The OpenGL ___ is a sequence of stages that processes 3D scene data to produce a 2D image displayed on the screen. | Rendering pipeline |
| Turns complex 3D data into 2D images fast, thanks to the GPU. | Rendering pipeline |
| Allows developers customize visuals with shaders for unique effects. | Rendering pipeline |
| Saves time by skipping unnecessary work (like clipping off screen objects). | Rendering pipeline |
| This initial stage involves defining and organizing the raw vertex data (positions, colors, texture coordinates, normals, etc.) in memory, typically using Vertex Buffer Objects (VBOs) and Vertex Array Objects (VAOs). | Vertex Specification |
| This is the first programmable stage. The vertex shader processes each transformations (like vertex individually, performing model-view-projection), calculations, and passing data to subsequent stages. | Vertex Shader |
| After vertex processing, vertices are assembled into primitives like points, lines, or triangles, based on the specified drawing mode | Primitive Assembly |
| This programmable stage can generate new primitives or modify existing ones based on the input primitives. It's useful for advanced effects like tessellation or procedural geometry generation | Geometry Shader |
| The Geometry Shader is optional [TRUE / FALSE] | TRUE |
| This fixed-function stage converts the geometric primitives into fragments, which are essentially potential pixels on the screen. Answer: Rasterization Fragment Shader Per-Sample Operations | Rasterization |
| This is another programmable stage where each fragment's final color is determined. It can perform complex lighting, texturing, and other per-pixel calculations. Answer: Rasterization Fragment Shader Per-Sample Operations | Fragment Shader |
| This fixed-function stage includes various tests and operations on the fragments, such as depth testing (to determine visibility), stencil testing, blending (for transparency), and scissoring, before the final color is written to the framebuffer. | Per-Sample Operations |
| Initializes GLUT and should be called before other GLUT and OpenGL functions. Answers: glutInit(&argc, argv); glutCreateWindow("simple"); glutDisplayFunc(display); glutMainLoop(); | glutInit(&argc, argv); |
| Creates a window on the screen with the title given by the argument Answers: glutInit(&argc, argv); glutCreateWindow("simple"); glutDisplayFunc(display); glutMainLoop(); | glutCreateWindow("simple"); |
| The function display() is called each time the window needs to be redrawn. (pointer to a function) Answers: glutInit(&argc, argv); glutCreateWindow("simple"); glutDisplayFunc(display); glutMainLoop(); | glutDisplayFunc(display); |
| Causes the program to enter an infinite event-processing loop. It should be the last statement in the main() function Answers: glutInit(&argc, argv); glutCreateWindow("simple"); glutDisplayFunc(display); glutMainLoop(); | glutMainLoop(); |