Question 26 Consider three vectors, l, n, and v, which are direction of in ray, normal of the surface, and out ray, resp

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Question 26 Consider three vectors, l, n, and v, which are direction of in ray, normal of the surface, and out ray, resp

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Question 26
Consider three vectors, l, n, and v, which are direction of inray, normal of the surface, and out ray, respectively. If theviewer is distant (i.e. at infinite), which of the following isconstant?
l
n
v
none of these three
Question 27
Since the sphere is not an object supported within WebGL, so wewill generate approximations to a sphere using_________ through aprocess known as recursive subdivision.
Which of the following is the best fit into the blank above?
traingle
rectangle
disk
square
Question 28
When we try to apply lighting model in application, we use somemath functions in MV.sj file. What is the value of d if
var d = dot(normal, lightPosition);
where lightPosition = vec3(10, 4, 12); and normal = vec3(0.0,0.0, 1.0); ?
(0.0, 0.0, 12.0)
(10.0, 4.0, 13.0)
27.0
12.0
Question 29
To implement lighting in the vertex shader, we must carry outthree steps. Please order them
- 1. 2. 3.
write an apporpriate vertex shader
- 1. 2. 3.
transfer the necessary data to appropriate place
- 1. 2. 3.
Question 30
Suppose that we use only two colors in a vertex shader:
lighty = (0, 0, 1) and norm = (0, 1, 0)
lighty = (1, 0, 0) and norm = (0, 1, 0)
lighty = (0, 1, 0) and norm = (0, 1, 0);
non of these
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