가장 많이 묻는 면접 질문과 답변 & 온라인 테스트
면접 준비, 온라인 테스트, 튜토리얼, 라이브 연습을 위한 학습 플랫폼

집중 학습 경로, 모의고사, 면접 준비 콘텐츠로 실력을 키우세요.

WithoutBook은 주제별 면접 질문, 온라인 연습 테스트, 튜토리얼, 비교 가이드를 하나의 반응형 학습 공간으로 제공합니다.

Prepare Interview

Computer Graphics 면접 질문과 답변

Ques 16. What is the purpose of a stencil buffer in computer graphics?

A stencil buffer is used to mask out portions of the screen during rendering. It can be employed for various effects, including reflections, shadows, and selective rendering.

Example:

Creating a reflection effect by using a stencil buffer to limit rendering to the reflective surface.

도움이 되었나요? Add Comment View Comments
 

Ques 17. Explain the concept of UV mapping in texture coordinates.

UV mapping is a technique that involves mapping 2D texture coordinates (U, V) onto the 3D surface of a model. It allows the application of textures to the surface with precision.

Example:

Applying a texture to a 3D model's surface by mapping UV coordinates to the vertices.

도움이 되었나요? Add Comment View Comments
 

Ques 18. What is the difference between forward rendering and deferred rendering?

Forward rendering involves rendering each object in the scene individually with multiple passes, while deferred rendering separates the rendering process into two stages: geometry and shading.

Example:

Deferred rendering is often used for scenes with many light sources as it can be more efficient in such cases.

도움이 되었나요? Add Comment View Comments
 

Ques 19. Explain the concept of ambient occlusion in computer graphics.

Ambient occlusion simulates the soft shadows that occur in areas where surfaces are close to each other. It is used to enhance the realism of rendered scenes by considering the influence of ambient light.

Example:

Adding subtle shading to the corners and crevices of objects in a 3D scene to simulate ambient occlusion.

도움이 되었나요? Add Comment View Comments
 

Ques 20. What is the purpose of a normal map in computer graphics?

A normal map stores per-pixel normal vectors in an image. It is used to enhance the surface detail of 3D models without adding additional geometry.

Example:

Simulating fine details like bumps and wrinkles on a character's skin using a normal map.

도움이 되었나요? Add Comment View Comments
 

Most helpful rated by users:

Copyright © 2026, WithoutBook.