2D Pipeline Flashcards

(40 cards)

1
Q

All images on a computer are made up of…

A

Pixels

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2
Q

The resolution of an image represents…

A

The density of points describing the image/the number of pixels per axis

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3
Q

The colour of a pixel is represented as…

A

The distribution of red, green and blue that makes up the colour needed

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4
Q

Given any colour, regardless of distribution of wavelengths, we can represent it as a mixture of…

A

Red, green and blue

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5
Q

We can make any colour with red, green and blue because…

A

Human colour vision is based on three ‘cone’ cell types in our corneas, able to detect red, green and blue

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6
Q

Alongside red, green and blue (RGB), which is a type of additive colour mixing, we can also obtain colour using…

A

Cyan, Magenta and Yellow (CMY), which is a type of subtractive colour mixing

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6
Q

Subtractive colour mixing is…
Additive colour mixing is…

A

The absorption and reflection of light to move colours from their primary state towards black to reach the intended colour

The blending of light to move colours from black to their intended state

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7
Q

The representation of pixel colour as either RGB or CMY is a type of…

A

Encoding

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8
Q

A raster display is…

A

A rectangular array of pixels with varied intensity

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9
Q

The display of a screen or bound is stored as an in-memory map called the…

A

Frame-buffer

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10
Q

The order in which the frame-buffer may be read is…

A

Any. There is no restriction on how you read or write to the frame-buffer

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11
Q

The frame-buffer’s contents are sent to the display hardware in a […] order for rendering.

A

Sequential, row-by-row, left-to-right (pick one)

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12
Q

Pictures or scenes are represented as…

A

A set of Cartesian coordinates with infinite precision

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13
Q

Raster displays are represented as…

A

A set of pixel coordinates with finite precision

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14
Q

Primitives are…

A

Simple graphics that may be combined to make a bigger, more complex object (like a square, triangle, circle)

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15
Q

Some examples of primitives in a 2D scene are…

A

Triangle, square, circle, polygon, line (pick two)

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16
Q

Geometric primitives are…

A

Ideal mathematical objects specified by their location and dimension

17
Q

A geometric primitive triangle may be represented by its…

A

Points, lines and a bounding box

18
Q

Geometric primitives may have their […] altered. (pick two)

A

Line width, line style and colour

19
Q

An object may be called a polygon if all of its…

A

Lines are closed

20
Q

Is a triangle a polygon?

A

Yes, as it has three polylines which are closed

21
Q

Objects are constructed in […] coordinates.

22
Q

Objects are placed in […] coordinates.

23
Q

The 2D pipeline’s Model scene consists of…

A

Constructing objects from local coordinates, then placing them in world coordinates

24
The 2D pipeline's View scene consists of...
Clipping the scene to the window, then mapping that scene to the viewport
25
The 2D pipeline's Output consists of...
Rasterising vectors to pixels for display, determining appearance using attributes
26
In order to perform interaction, the steps we take are...
The 2D pipeline in reverse. Rasterise mouse location, locate primitives from that location, then induce an interaction using the location
27
Rotation is performed using...
A rotation matrix, such that: [cos0, -sin0] [sin0, cos0]
28
Scaling is performed using...
A scaling matrix, which is diagonal, i.e: [1, 0] [0, 1]
29
Shearing is the process of...
Linear transformation by scaling one coordinate by the other, leaving one unchanged
30
Shearing is performed by...
A shearing matrix, which is an identity matrix with a scaling factor applied to either the top right or bottom left unit based on whether x or y should be affected
31
We can combine linear transformations by...
Multiplying transformations by eachother. e.g. Rotation * Scaling * x performs Scaling, then Rotation. Ergo, a full linear transformation may be expressed as a linear transformation matrix, such that A = Rotation * Scaling * Shearing, and x' = Ax.
32
An affine transformation is...
Any linear mapping that preserves local points, straight lines and planes, but not necessarily angles or lengths
33
Some examples of affine transformations are... (HINT: preserves local points but not lengths or angles) (pick 3)
Rotation, scaling, translation, shearing
34
Combinations of affine transformations are a little more complicated because...
For a generic linear transformation, we can simply do f(g(x)) = R(Sx). However, for an affine transformation, we have to do f(g(x)) = R(Sx + b) + c, or RSx + Sb + c.
35
Non-commutative is a term we would use to describe...
Matrix multiplication
36
We can solve the issue of combining affine combinations by...
Representing the combination as an extended matrix with (x+1), (y+1) shape, such that the first (x,y) are the linear transformations, and the last (x:x+1, 0:y+1) are the translations
37
Rotation, scaling, shearing and translations commute with...
Each other, and ONLY each other
38
One transformation is said to only commute with itself in 2D, which is...
Rotation
39
The steps for rotating about a point are...
Translating the object back to the origin, rotating it about the origin, then translating it back