Exam Preparation Deck Flashcards

1
Q

What is radiosity method? How does it work?

A
  • Illumination method which simulates global dispersion and reflection of diffuse light only.
  • Scene divided into polygons, where each polygon has three associated values: emittance, radiosity and reflectance.
  • Between two polygons, we can also compute form factor - the portion of light hitting other.
  • After solving equation, we find vertex illumination from patch illuminations.
  • Shade by Gourad.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

How do you compute form factor?

A

Visibility V(i,j) is often defined by hemicube methods:

  • Encase patch centre with a hemicube.
  • Render the scene from point of view of patch, through the walls of cube.
  • V(i,j) = percentage of patch j seen on the hemicube.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What is an implicit surface?

What is its advantages/disadvantages?

A
  • Define a force function f(P) over complete 3D space.
  • Surface is where f(P) = c, a constant.
  • f(P) often constructed by summing points of contribution f_i(P), where each f_i can be any function in space.
  • Typically f_i(P) = g(|P-C_i|) for some function g.
  • Very hard to specify engineering surface.
  • Must use marching cubes then polygon-scan conversion.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

What is NURBS?

What advantages/disadvantages do it bring?

A
  • Define a patch based on control points and basis functions.
  • Rectangular grid of control points, with two knot vectors: one for each direction (bivariate).
  • Can be easily subdivided into polygons. Or you can use numerical methods to raytrace.
  • Can define almost any surface.
  • But hard to ensure C2 continuity when joining patches.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What is constructive solid geometry?

What are its advantages/disadvantages?

A
  • Boolean operations on real space.
  • Defined on primitive objects - sphere, cubes… in fact anything that can partition space into half.
  • Operation includes union, intersection and difference.
  • Sadly, could only be ray-traced.
  • Can handle surfaces not possible with NURBS, but dependent on avaiable primitives.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Define Doo-Sabin method.

Which of the following vanishes after one iteration?

  • Extraordinary faces
  • Extraordinary vertices
A
  • Subdivides on quadrilateral mesh only.
  • Perform face centered subdivision.
  • A 3D extension to Chaikin: [1,3,3,1]^2.
  • Extraordinary vertices vanish after one step.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Define Catmull-Clark method.

Which ones vanish after one iteration?

  • Extraordinary faces.
  • Extraordinary vertices.
A
  • Works on quadrilateral mesh only.
  • Perform vertex centered subdivision.
  • Extension to the 2D kernel: [1,4,6,4,1]^2.
  • Extraordinary faces vanish after one iteration.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

How to test if a vertex V is strictly inside a convex polygon P?

A
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Define Gaussian curvature of a point.

A
  • Gaussian curvature of a region is the area of surface on unit sphere swept by surface normals of the region, divided by the area of region itself.
  • Gaussian curvature of a point is the limit of this ratio, as the area of the region tends to zero.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

State the Poincare formula…

It relates vertex/edge/face counts, genus, and Euler Characteristics.

A
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

State relation between summed angle deficits and Euler characteristic.

A
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What is a Voronoi diagram for a set of points?

A
  • It divides space into a set of cells C_i.
  • Each cell C_i contains all points in space that’s closer to P_i than any other P_j.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What is the Delaunay triangulation?

A
  • The dual of Voronoi Diagram.
  • A graph in which every edge connects adjacent cells of (P_i, P_j) in the Voronoi Diagram.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Define equiangularity of a triangulation.

A
  • The sorted list of angles (\alpha_1 to \alpha_{3t}) of the triangles.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What does it mean for Voronoi Diagram having the empty circle property?

A

No point in set will lie inside the circle circumscribing any three points sharing a triangle in the Voronoi diagram.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Describe the scattering phase of photon mapping.

A
  • Photons are fired from each light source, scattered in random directions.
  • Number of photons per light depends on surface area and brightness.
  • Photons are fired through the scene by standard raytracing. When they strike a surface, either absorbed, reflected or refracted (depends on prob dist).
  • Whenever photons are absorbed, cache location, direction and energy of photon.
  • Use kd-tree to support fast insertion and lookup.
17
Q

Describe photon mapping’s rendering phase.

A
  • Raytrace scene from point of view of camera.
  • At each first contact point P, use raytracer for specular illumination.
  • Compute diffuse illumination from photon map.
  • Done by summing contrib of photons along eye ray, within a sphere of fixed size.
  • No ambient.
  • Calculate caustics directly from the photon map. Usually use caustic map (another photon map) for speed.
18
Q

What is a vertex shader?

What can you do with it?

A
  • It runs once for every triangle vertex passed to the graphics card.
  • Produces a position, a color, and optional custom variables.
  • Wide range of geometric and color operations supported. Includes vertex/normal transformation, texture coordinate generation/transformation, lighting
19
Q

What is a fragment shader?

How does it work?

A
  • It runs once for every fragment, i.e. every time when a color is rendered into a pixel.
  • Produces fragment color and depth.
  • Wide range of color and texture operations supported: Texture access/application, color summation
20
Q

Explain the kd-tree structure.

How does it aid ray-tracing?

A
  • KD-Trees splits space into zones based on axis-aligned binary splits.
  • O(nlgn) insertion time, O(n^{2/3}) search time.
  • Acceleration of raytracing possible by identifying zones that the ray passes.
  • Ray only have to be checked against objects within such zones.
21
Q

Why are normals to discrete surfaces (at vertex) always approximations?

Give the best formula provided in lectures.

A

A discrete surface is comprised of polygons, which approximate the surface of a true continuous shape. Surface normal at a vertex is then at best an approximation of the normal of true surface.

22
Q

Define

  • Luminance threshold
  • Contrast threshold
  • Sensitivity
A

Luminance threshold: The smallest detectable difference in luminance for a given background luminance.

23
Q

Define the forward display model.

A

Turns pixel values into corresponding luminance.