\documentclass{article}
\usepackage{epsfig}
\textwidth= 6.5in
\oddsidemargin= 0in
\evensidemargin= 0in
\topmargin= 0in
\textheight= 9in
\raggedbottom
\begin{document}


{\Large\bf Comprehensive Exam Spring 2010 - CS450 (Computer Graphics)}
\begin{enumerate}  

\vspace{0.35in}
\item Using the Phong reflection model, the amount of {\em ambient} light 
reflected from a surface is dependent upon
\begin{enumerate}
\item the angle between the surface normal and the vector in the direction
of the light source
\item the angle between the surface normal and the vector in the direction
of the viewer
\item both a and b
\item none of the above
\end{enumerate}

\item When {\em vertex lists} are used, the vertices of an object are
   \begin{enumerate}
        \item interpolated to produce smoother shading of the surface.
        \item specified indirectly as an index into the structure which holds  
         the vertex values.
        \item used to compute the COP, center of projection.
        \item stored in the Z-buffer.
        \item none of the above
   \end{enumerate}

\item Graphics objects are often created at the origin because
\begin{enumerate}
\item it ensures that they will be visible with respect to the camera position and orientation.
\item it simplifies the computation required for anti-aliasing.
\item it simplifies object definition and subsequent transformations of the object.
\item all of the above
\item none of the above
\end{enumerate}

\item A {\em specular} surface may be described as
\begin{enumerate}  
\item translucent, allowing some light to penetrate the surface
\item matte, scattering reflected light in all directions
\item shiny, scattering reflected light in a narrow range of angles
\item transparent, allowing all light to pass through the surface
\item none of the above
\end{enumerate}

\item A vector which is {\em normal} to a polygon
\begin{enumerate}
\item describes its roughness.
\item is parallel to the plane in which the polygon lies.
\item can be computed by taking the cross product of two vectors along its edges.
\item all of the above
\item none of the above
\end{enumerate}

\item Which of the following techniques determines the shading by interpolating the normal at the vertex where 
several polygons meet?
\begin{enumerate}  
\item flat shading
\item Gouraud shading
\item Phong shading
\item none of the above 
\end{enumerate}

\newpage
\item Consider a polygon with ordered vertices (3,5), (5,5), (5,1), (3,1).
What would be the resulting location of the vertices if the object was
rotated 90 degrees counter clockwise with fixed point at the origin of the 
coordinate system?

\begin{enumerate}  
\item (5,3), (5,5), (1,5), (1,3)
\item (6,4), (6,2), (2,2), (2,4)
\item (5,-3), (5,-5), (1,-5), (1,-3)
\item (-5,3), (-5,5), (-5,1), (-3,1)
\item none of the above
\end{enumerate}

\item {\em Environment maps} give detail to smooth surfaces by
\begin{enumerate}  
\item distorting the shape of the surface to create the appearance of surface texture.
\item painting pictures or patterns onto them to create the appearance of surface texture.
\item creating an appearance of a mirror-like quality, reflecting the objects that surround them.
\item producing an estimation of the light transmitted by the surface.
\item none of the above
\end{enumerate}

\item The dot product of the following two vectors v1=(1,1,6), v2=(0,-2,2) is:
\begin{enumerate}  
\item (-2, 14, -2)
\item (14, 22, -4)
\item (4, -2, 12)
\item (14, 22, -6)
\item none of the above
\end{enumerate}


\item Which of the following transformations is described by the matrix below?
\begin{verbatim}
     t = 3  0  0  0
          0  1  0  0
          0  0  1  0
          0  0  0  1
\end{verbatim}

\begin{enumerate}
\item rotation around the x axis by 3 degrees
\item translation by 3 in y
\item translation by 3 in x
\item uniform scaling by 3
\item scaling by 3 in x
\end{enumerate}

\end{enumerate}
\end{document}

