This question evaluates mastery of linear algebra for graphics transforms, covering homogeneous coordinates, the model–view–projection (MVP) pipeline, clip-space to NDC mapping, viewport/screen-space conversion, and correct normal transformation via the inverse-transpose of the model (or model-view) matrix.
You are working in a standard real-time graphics pipeline. Use column vectors, right-handed camera space, and OpenGL-style conventions unless noted:
Login required