Illumination Flashcards

(57 cards)

1
Q

Illumination is the […] of light, via its […] with surfaces in a scene.

A

Simulation of light, via its interaction with surfaces.

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2
Q

There are three primary types of light source in 3D graphics…

A

Point light, directed light, spotlight

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3
Q

A spot light is located […], and emits light in a […] shape.

A

Located at a point in world space, and emits light in a cone shape.

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4
Q

A directional light is located […], and emits light in […].

A

Located infinitely far away, and emits light towards a direction.

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5
Q

A point light is located […], and emits light in […].

A

Located at a point in world space, and emits light in all directions equally.

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6
Q

A light source having attenuation means that the light…

A

Reduces in intensity as it travels through the world.

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7
Q

A […] light has no attenuation, however, a […] light does. (pick 2)

A

A directed light has no attenuation

A spot light/point light does.

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8
Q

Point lights use a form of attenuation called…

A

Quadratic attenuation

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9
Q

When a ray of light hits a surface, one of four things may happen…

A

Absorption, reflection, refraction or fluorescence

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10
Q

Global illumination considers how light interacts…

A

With a scene as a whole

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11
Q

While global illumination considers […] interactions, local illumination does not.

A

Object-to-object

(global reflections/refractions between objects)

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12
Q

One limitation of global illumination in comparison to local illumination is… (pick one)

A

It is computationally much more expensive, it is unsuited to real-time rendering scenarios

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13
Q

Local illumination considers how light interacts…

A

Only directly between the light source and the surface it is hitting

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14
Q

Diffuse reflection is the reflection of light such that…

A

An incident ray is reflected at many angles, rather than just one.

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15
Q

Diffuse reflection is considered when the surface of an object is…

A

Rough

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16
Q

Lambert’s Cosine Law describes a diffuse reflection as the product of…

A

The incident ray multiplied by the cosine of the angle of the surface being affected

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17
Q

Specular reflection is the reflection of light such that…

A

An incident ray is reflected at a single angle.

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18
Q

If perfect reflection is where the incident and reflected light make equal and opposite angles with eachother, imperfect reflection is…

A

Where some light is scattered away from the reflected direction

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19
Q

The Phong model describes a specular reflection as the product of…

A

The incident ray and reflection coefficient multiplied by the angle of the surface to the power of a specular reflection exponent

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20
Q

The Phong model is a [local/global] illumination model.

A

Local

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21
Q

If a light is a spot light with a given position and direction, then the Phong model can be simplified to the product of…

A

The incident ray and reflection coefficient multiplied by the product of the direction to the light and the direction of the specular reflection, to the power of a specular reflection exponent

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22
Q

When we add colour as an argument to the Phong model, we must treat RGB channels [separately/together].

A

Separately

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23
Q

When using Blinn-Phong, an adaptation of the Phong model, we instead calculate…

A

The incident ray multiplied by the product of the surface normal and the halfway vector, to the power of some specular reflection exponent

24
Q

Blinn-Phong is better performant than the basic Cheap Phong method because if both the viewer and light source are far from the surface…

A

The halfway vector becomes constant, reducing the quantity of calculations needed

25
Shading helps us alter the [...] of faces in a 3D model based on its angle to a light source.
Colours
26
The shade at a point is determined by the [...], and the colour at the [...].
By the polygon normal, and the colour at the centre of that polygon.
27
When a single intensity is calculated for each polygon on the surface of an object, we call this [Flat/Gouraud/Phong] shading.
Flat shading
28
When we linearly interpolate intensity between vertexes, calculating normals by averaging the adjacent polygons, we call this [Flat/Gouraud/Phong] shading.
Gouraud shading
29
When we linearly interpolate the normals between vertices, calculating normals by averaging the adjacent polygons, we call this [Flat/Gouraud/Phong] shading.
Phong shading
30
Scanline interpolation uses the Z-buffer algorithm to determine the screen locations of vertices, then interpolates...
Intensities (or normals) from vertices along vertices
31
We should use [Gouraud/Phong] shading for diffuse surfaces as it is faster, while [Gouraud/Phong] shading should be used for specular reflections.
Gouraud for diffuse surfaces, Phong for specular surfaces
32
The fragment shader - the shader we use to calculate shading for all fragments - receives the output of the vertex shader, [post/pre]-rasterisation.
Post
33
Whitted ray tracing involves shooting rays from [...], for each [...].
The viewpoint into the scene for each pixel in the camera (this is called backward tracing).
34
Light path notation is a way to describe the path a light may take, using symbols...
L, D, S and E.
35
L(SD)+E is a light path notation that describes a light path that travels from...
A light source, having one or more specular reflections, and ending at the eye
36
LDE is a light path notation that describes a light path that travels from...
A light source, which then has some diffuse reflection, finally reaching the eye
37
L in the LDSE light path notation describes the event of a light path travelling through a...
Light source
38
D in the LDSE light path notation describes the event of a light path undergoing a...
Diffuse reflection
39
S in the LDSE light path notation describes the event of a light path undergoing a...
Specular reflection
40
E in the LDSE light path notation describes the event of a light path travelling through the...
Eye
41
Ray tracing is able to capture [specular/diffuse]-specular reactions, but is only able to handle [specular/diffuse] reflections for direct light.
Specular-specular, diffuse
42
Kajiya ray tracing (also known as path tracing) involves shooting...
Multiple rays per pixel, and making a 'smart' decision on how to continue tracing the ray
43
Whenever a ray hits an intersection point in path tracing, we decide how to continue by...
Using random walk to make probabilistic decisions
44
Smart decisions are made on how to continue tracing the ray after an intersection using...
Monte Carlo approximation, with an importance sampling technique
45
Monte Carlo + importance sampling involves...
More random samples at "important regions"; decided using a local illumination model
46
Radiosity is a [...]-independent method of illumination.
View
47
Radiosity is designed for [...]-[...] interactions.
Diffuse-diffuse, or LD*E
48
Radiosity can be described using light path notation as...
LD*E
49
Radiosity works by...
Splitting scenes into patches, then diffuse light is determined by the radiation of light/conservation of energy
50
Radiosity values are wavelength-dependent, meaning that we will need to calculate a [separate/total] radiosity value for R, G and B.
Separate
51
To divide our graphics scene into patches, we can use [...], unless our polygons are [...].
Subdivision, unless our polygons are small
52
The form factor describes...
The proportion of energy leaving a patch that directly strikes another
53
The Hemicube method provides an approximation of [light/form factor].
Form factor
54
The Hemicube method works by...
Projecting patches onto a hemicube centered at a patch, then using pre-computed form factors for each pixel of the hemicube
55
An alias error occurs due to...
Discrete sampling of a continuous signal
56
D0 artifacts can occur when using radiosity due to...
Discontinuities in the radiosity function
57
Adaptive meshing is the...
Recomputation of the mesh during radiosity calculation, reducing discontinuities