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Questions and Answers
Ein 8-Bit Farbbild mit Farbtabelle kann maximal 256 verschiedene Farben darstellen.
Ein 8-Bit Farbbild mit Farbtabelle kann maximal 256 verschiedene Farben darstellen.
True (A)
Welche der folgenden Aussagen über WebGL sind korrekt? (Wähle alle, die zutreffen)
Welche der folgenden Aussagen über WebGL sind korrekt? (Wähle alle, die zutreffen)
Das Phong Beleuchtungsmodell berücksichtigt die ______ einer Lichtquelle.
Das Phong Beleuchtungsmodell berücksichtigt die ______ einer Lichtquelle.
Richtung
Erkläre den Unterschied zwischen dem diffusen und dem spiegelnden Lichtanteil im Phong Beleuchtungsmodell.
Erkläre den Unterschied zwischen dem diffusen und dem spiegelnden Lichtanteil im Phong Beleuchtungsmodell.
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Verbinde die folgenden Komponenten des menschlichen Auges mit ihrer Beschreibung:
Verbinde die folgenden Komponenten des menschlichen Auges mit ihrer Beschreibung:
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Alle Transformationen, die auf Vertices angewandt werden, müssen auch auf die Normalen (Vektoren) angewandt werden.
Alle Transformationen, die auf Vertices angewandt werden, müssen auch auf die Normalen (Vektoren) angewandt werden.
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Welche der folgenden Aussagen über die Netzhaut (Retina) sind korrekt? (Wähle alle, die zutreffen)
Welche der folgenden Aussagen über die Netzhaut (Retina) sind korrekt? (Wähle alle, die zutreffen)
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Was ist der blinde Fleck?
Was ist der blinde Fleck?
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What is the purpose of the gl.generateMipmap(gl.TEXTURE_2D);
function in the provided JavaScript code?
What is the purpose of the gl.generateMipmap(gl.TEXTURE_2D);
function in the provided JavaScript code?
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In the provided WebGL code, the line gl.activeTexture(gl.TEXTURE0);
indicates that we are activating texture unit ______ for use.
In the provided WebGL code, the line gl.activeTexture(gl.TEXTURE0);
indicates that we are activating texture unit ______ for use.
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In the given GLSL fragment shader code, the output color is simply the sum of the colors sampled from the two textures u_image0
and u_image1
.
In the given GLSL fragment shader code, the output color is simply the sum of the colors sampled from the two textures u_image0
and u_image1
.
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Describe the purpose of the m4.translation()
function in the code snippet for creating multiple objects in a circle.
Describe the purpose of the m4.translation()
function in the code snippet for creating multiple objects in a circle.
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Match the following WebGL functions with their corresponding descriptions:
Match the following WebGL functions with their corresponding descriptions:
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What is the purpose of the uniform variable 'u_resolution' in the vertex shader?
What is the purpose of the uniform variable 'u_resolution' in the vertex shader?
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The fragment shader is responsible for determining the color of individual pixels.
The fragment shader is responsible for determining the color of individual pixels.
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What does the variable 'rotationMatrix' in the JavaScript code represent?
What does the variable 'rotationMatrix' in the JavaScript code represent?
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In the vertex shader, the function gl_Position is used to set the __________ of the vertex in clip space.
In the vertex shader, the function gl_Position is used to set the __________ of the vertex in clip space.
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Match the following shader types with their primary function:
Match the following shader types with their primary function:
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What is the purpose of the 'u_matrix' uniform in the vertex shader?
What is the purpose of the 'u_matrix' uniform in the vertex shader?
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The 'fov' variable determines the positioning of the camera in 3D space.
The 'fov' variable determines the positioning of the camera in 3D space.
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What is the primary function of the 'm4.perspective' method?
What is the primary function of the 'm4.perspective' method?
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The variable 'aspect' is calculated by dividing the ______ width by its height.
The variable 'aspect' is calculated by dividing the ______ width by its height.
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Match the following matrix operations with their purposes:
Match the following matrix operations with their purposes:
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What does the variable u_surfaceToLight
represent in the vertex shader?
What does the variable u_surfaceToLight
represent in the vertex shader?
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The precision of floating-point values in fragment shaders can be set using 'precision highp float';
The precision of floating-point values in fragment shaders can be set using 'precision highp float';
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What operation is performed to calculate the specular reflection in the fragment shader?
What operation is performed to calculate the specular reflection in the fragment shader?
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In the fragment shader, the variable u_shiness
is used to determine the ______ of the surface.
In the fragment shader, the variable u_shiness
is used to determine the ______ of the surface.
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Match the following OpenGL terms with their description:
Match the following OpenGL terms with their description:
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Which of the following statements is true regarding the use of textures in shaders?
Which of the following statements is true regarding the use of textures in shaders?
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Vertex shaders are responsible for outputting the final color of pixels.
Vertex shaders are responsible for outputting the final color of pixels.
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What is the purpose of the 'in' qualifier in shaders?
What is the purpose of the 'in' qualifier in shaders?
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The variable v_normal
is used to store the ______ vector for lighting calculations.
The variable v_normal
is used to store the ______ vector for lighting calculations.
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What does the texture()
function do in the fragment shader?
What does the texture()
function do in the fragment shader?
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Flashcards
Grautöne im RGB-Farbwürfel
Grautöne im RGB-Farbwürfel
Alle Grautöne liegen nicht auf einer Kante des RGB-Farbwürfels.
Maximale Farben in Vollfarbbildern
Maximale Farben in Vollfarbbildern
Ein Vollfarbbild kann maximal 256^3 verschiedene Farben enthalten.
Farbtabelle eines 8-Bit Bildes
Farbtabelle eines 8-Bit Bildes
Ein 8-Bit Bild mit Farbtabelle kann maximal 256 Farben darstellen.
Fragment Shader Ausführung
Fragment Shader Ausführung
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Graphics Pipeline und Shader Programme
Graphics Pipeline und Shader Programme
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Phong Beleuchtungsmodell und Lichtquelle
Phong Beleuchtungsmodell und Lichtquelle
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Diffuses Licht und Flächennormalen
Diffuses Licht und Flächennormalen
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Skalarprodukt von Vektoren
Skalarprodukt von Vektoren
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Translation Matrix
Translation Matrix
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Rotation Matrix
Rotation Matrix
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Perspective Camera
Perspective Camera
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View Projection Matrix
View Projection Matrix
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Vertex Shader
Vertex Shader
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Vertex Shader Conversion
Vertex Shader Conversion
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Creating a Buffer
Creating a Buffer
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Fragment Shader Colors
Fragment Shader Colors
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Rotation Matrix in Shaders
Rotation Matrix in Shaders
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3D Object Shader
3D Object Shader
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Fragment Shader
Fragment Shader
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Uniform Variables
Uniform Variables
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Light Direction Vector
Light Direction Vector
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Normal Vector
Normal Vector
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Texture Coordinates
Texture Coordinates
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Specular Reflection
Specular Reflection
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Diffuse Reflection
Diffuse Reflection
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Model-View-Projection Matrix
Model-View-Projection Matrix
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Shininess Parameter
Shininess Parameter
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texImage2D function
texImage2D function
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Active Texture Unit
Active Texture Unit
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Mipmap Generation
Mipmap Generation
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Matrix Transformations
Matrix Transformations
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Study Notes
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Description
Dieser Quiz behandelt grundlegende Konzepte von WebGL und das Phong Beleuchtungsmodell, einschließlich der Eigenschaften von Lichtquellen und der Netzhaut im menschlichen Auge. Teste dein Wissen über Farben, Lichtanteile und die Funktionsweise des menschlichen Sehens. Beantworte Fragen zu Transformationen von Vertices und Normalen.