3D Pipeline Flashcards
(84 cards)
Points in 3D space are represented by…
Three coordinates: length, width and depth, or x, y and z.
Linear transformations are encoded as…
3 x 3 matrices
Homogeneous coordinates are used for affine transformations, resulting in vectors of shape […] and matrices of shape […].
4-dimensional homogeneous vectors and 4 x 4 matrices
Scaling and translation are the same as in 2D, however […] is not. (pick 1)
Rotation, shearing
Rotation is a different process than in 2D because…
In 2D, we rotate around the origin of the coordinate system, however in 3D we rotate around a chosen axis
The inverse of a rotation is denoted mathematically as R^-1, but since rotation matrices are orthogonal, it may also be given as…
The transpose of the original matrix
Any 3D rotation can be expressed as a sequence of…
Three rotations around the main axes
In order to rotate a vector v around a non-global axis, we need to begin by first… (HINT: similar to rotation around a point)
Aligning v to one of the coordinate system’s main axes, to be reversed later
We can use Euler-Rodrigues to calculate the matrix for a rotation given an axis u such that u is… (HINT: Vector3.forward is [0, 0, 1])
The axis u is a unit vector
Given an affine transformation A, a normal of a 3D object n must be calculated as…
The inverse of the transpose of A multiplied by n, or (A^T)^-1 n
In order to convert nD coordinates to mD, we use a type of geometry called…
Projective geometry
When converting from 3D to 2D, we map points from 3D space to a…
Projection plane
Where the camera exists and is pointing is called…
The Centre of Projection
The projection plane is a…
Plane which contains 3D world points mapped to a 2D local space
The rendering pipeline stage contains steps such as… (pick 3)
Shading, transformation, lighting, rasterization (pick 3)
Normals are…
The point at which each face on a model is facing
Normals are used for… (pick 2)
Anything related to viewer-facing improvements.
Bump/displacement mapping, lighting, surface smoothing, subsurface divisions (pick 2) (don’t use subsurface divisions as a mental example, it’s too complicated)
The 3D pipeline transforms 3D objects by […] vertices onto a […].
Projecting vertices onto a screen.
After projecting vertices onto a screen, the 3D pipeline then handles…
Lighting and shading.
The final step of the 3D pipeline is… (HINT: to be output to the LED screen)
Rasterisation
The two types of projection are…
Perspective and parallel.
While perspective projection uses projection lines that converge at the center of projection, parallel projection…
Uses projection lines are parallel to each other, projecting objects in 3D space onto a fixed-size projection plane.
While parallel projection uses projection lines that are equal to each other, perspective projection…
Uses projection lines that converge at the center of projection, projecting objects onto a plane defined at a chosen point.
The distance a parallel projection may cover is…
Infinite, as the lines are parallel