# Individual baseline questions

Answer before reading the lesson references. Record uncertainty and prior experience.
Do not run code or look up answers during this first explanation task. This is a
baseline, not an examination requiring a perfect score.

1. A visible wall has a sharp woven texture but light leaks through it. Which
   representation could be too coarse, and why might more screen pixels not fix it?
2. A neutral column beside a sunlit red wall looks redder in Combined than Direct.
   Give a testable explanation and name a control comparison that could challenge it.
3. A host calls `runtime.update({exposure: 1.2})`. What must you establish about the
   API before accepting this change, and what would a safe full-state update look like?
4. Eight meshes share one geometry and two materials. Who should release those
   resources, and how would you avoid releasing the same owned resource eight times?
5. A scene expands from 20 to 30 units on its longest axis. Its reference resolution
   is 80 and reference span 20. Predict the requested resolution and voxel spacing.
   If all three axes doubled at fixed spacing, how would base cell cost change?
6. The overlay reports 30 FPS. What does that say about average frame interval,
   and what does it fail to establish about GPU execution time?
7. A visitor can walk through a wall into empty background. Separate a convincing
   horizon, navigation containment and lighting coverage into three possible tasks.
8. What evidence would convince another developer that your scene can be continued
   without you supplying the next code change?

Write a short implementation plan for a room with an altered roof opening and an
additional authored camera. State one prediction, a resource-ownership choice and
one failure you would deliberately test. Do not implement it yet.
