
OpenGL Basics and Rendering Pipeline
Authored by Navnath Kale
Computers
University
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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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