OpenGL Basics and Rendering Pipeline

OpenGL Basics and Rendering Pipeline

Assessment

Quiz

Computers

University

Medium

Created by

Navnath Kale

Used 2+ times

FREE Resource

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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What does OpenGL stand for?

Open Graphics Library

Online Graphics Library

Open Game Library

Open Graphics Language

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Name the stages of the OpenGL rendering pipeline.

Input Processor, Output Processor, Texture Processor, Lighting Processor

Vertex Specification, Vertex Shader, Tessellation, Geometry Shader, Fragment Shader, and Rasterizer

Vertex Processor, Fragment Processor, Rasterizer, Output Merger

Vertex Shader, Pixel Shader, Texture Mapping, Z-Buffering

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of the Vertex Shader in the OpenGL rendering pipeline?

To apply textures to the 3D model

To calculate lighting effects on the 3D model

To handle user input for the 3D model

To process each vertex of a 3D model before rendering.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Explain the role of the Fragment Shader in OpenGL rendering.

The Fragment Shader is responsible for rendering 3D models in OpenGL.

The Fragment Shader processes individual fragments to determine their final color based on lighting, texturing, and shading calculations.

Fragment Shader determines the position of vertices in OpenGL rendering.

Fragment Shader is used for handling user input in OpenGL.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does OpenGL handle depth testing in the rendering pipeline?

Depth testing in OpenGL involves comparing fragment color with depth buffer and updating accordingly.

OpenGL does not support depth testing in the rendering pipeline.

Depth testing in OpenGL is handled by directly setting the depth value for each fragment.

Depth testing in OpenGL involves comparing fragment depth with depth buffer and updating accordingly.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the function of the Rasterization stage in OpenGL?

Converts geometric primitives into pixels on the screen

Generates 3D models from 2D images

Handles user input for interaction

Applies lighting effects to the scene

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are some common primitive types used in OpenGL rendering?

circles

hexagons

squares

points, lines, triangles, quads

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