The following questions are not necessarily the ones I will ask on the duggas but they might be useful for training.
How is the smoothstep function defined?
What is the difference between a sequential and a parallel pattern (as defined by the lectures)?
What does a varying variable perform in GLSL?
What is the difference between C and G continuity?
How can you produce random numbers in a shader?
What does the 1/f rule signify?
What is the difference between supersampling and multisampling?
How does MIP mapping work?
Why are blobby objects smooth?
What is the fractal dimension of a Koch curve? Why?
How do you compute a Mandelbrot?
What is the connection between Turtle graphics and L-systems?
How do you vary Fractal Brownian Motion for different biomes?
Perlin’s flow noise is based on a specific trick. What?
What is the difference between a view plane billboard and a view point billboard?
When is instancing of a geometry shader significant?
Suggest an application of using adjcacency for a geometry shader.
Why would you want a tesselation shader to have different resolution of different sides of a polygon?
Define barycentric coordinates for a triangle.
How can you test a terrain patch against a frustum plane?
What frustum planes are unnecessary to test?
What are the typical steps for handling a particle in a particle system?
How can you implement a particle system using GLSL shaders?