Q
What role does refraction play in realistic reflections?

Answer & Solution

Answer: Option A
Solution:
Refraction in realistic reflections simulates how light bends as it passes through transparent or translucent materials, affecting the appearance of reflections and adding realism to the scene.
Related Questions on Average

How do environment maps contribute to realistic reflections?

A). By capturing and applying surrounding scenery

B). By adding motion blur effects

C). By increasing object size

D). By simulating lens distortion effects

Which technique is commonly used to implement realistic reflections in graphics?

A). Environment Mapping

B). Texture Mapping

C). Vertex Shading

D). Ray Tracing

Which technique is commonly used to create reflections on non-planar surfaces?

A). Parallax Mapping

B). Bump Mapping

C). Environment Mapping

D). Cube Mapping

Which type of reflection mapping is suitable for reflecting a 360-degree environment onto a sphere?

A). Spherical Mapping

B). Cube Mapping

C). Planar Mapping

D). Cylindrical Mapping

How can you simulate volumetric effects such as smoke or fog in graphics?

A). By using particle systems

B). By increasing object size

C). By applying motion blur effects

D). By reducing texture quality

Which of the following is an example of a real-time reflection technique?

A). Screen Space Reflections

B). Environment Mapping

C). Ray Tracing

D). Cube Mapping

What is the purpose of using shaders in particle systems?

A). To control particle behavior

B). To add visual effects

C). To render 3D models

D). To optimize rendering performance

Which technique is commonly used to create realistic water effects in graphics?

A). Fluid Simulation

B). Texture Mapping

C). Ray Tracing

D). Particle Systems

Which rendering technique is commonly used to create realistic lighting effects in graphics?

A). Global Illumination

B). Flat Shading

C). Wireframe Rendering

D). Cartoon Rendering

In a particle system, what do emitters define?

A). Properties of emitted particles

B). Properties of light sources

C). Properties of shaders

D). Properties of textures