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¿Supongamos que usted terminó el cuestionario del módulo 2 , sin embargo no pudo acceder al material del módulo 3 ¿Cuál sería la razón más frecuente por la que no puedo acceder al módulo 3?

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In the phrase/sentence below, a place where a particular phonostylistic process could occur in (Broad) GenBrit has been highlighted in yellow. Name the process as specifically as necessary, choosing the best answer available. If the given place may be the target of more than one process, because one of them may lead to another or there is choice, name the most obvious one.

That’s not quite what they’re used to.

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What following figure shows normalization transformation. What kind of projection is shown in the figure? (Pay attention to the shape of the object after the normalization.)

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Which WebGL function generates "ModelView" matrix?

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In the phrase/sentence below, a place where particular phonostylistic processes could occur in (Broad) GenBrit has been highlighted in yellow. Name the processes as specifically as necessary, choosing all the best answers available

He blew it, big time.

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Which projection has the following advantages and disadvantages?

•This projection reserves both distances and angles.

•­Shapes

preserved in this projection.

­•This projection can

be used for measurements (b

uilding

plans, m

anuals, etc.).

•We cannot see what an object really looks

like because many surfaces are hidden from the view. Thus, we o

ften add the isometric view.

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Which WebGL function generates "ModelView" matrix?

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What projection is generated by the following matrix?

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What is the conversion of all projections to orthogonal projections with the default view volume instead of deriving a different projection matrix for each type of projection?

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The following shows the render function of the textbook example code "perspective2.js". What coordinate system is used for the vec3 for "eye"?

function render(){

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    eye = vec3(

radius*Math.sin(theta)*Math.cos(phi), radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta));

    modelViewMatrix = lookAt(eye, at, up);

    projectionMatrix = perspective(fovy, aspect, near, far);

    gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix));

    gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix));

    gl.drawArrays(gl.TRIANGLES, 0, numPositions);

    requestAnimationFrame(render);

}

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