Computer Graphics Interview Questions and Answers
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.
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.
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.
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.
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.
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