Kapitel 10 Flashcards

1
Q

Two distinct steps of the creation of an image using 3D-graphics

A

One step is the creation, encoding, storage and manipulation of the scene to be photographed. The other is the process of producing the image. The former is a creative artistic process, the latter is a computationally intense process.

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

Bump mapping

A

a way of generating small variations in the apparent orientation of a surface so that the surface appears to be rough. Also adds a degree of randomness to the interpolation process applied by traditional shading algorithms so tha the overall surface appears to have texture.

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

Perspective projection versus parallel projection

A

In perspective projection all objects are projected along straight lines called projectors that extend from a common point called the center of projection, or the view-point. Parallel projection means that the projectors are parallel. A perspective projection produces a projection similar to that seen by the human eye, whereas parallel projection produces a “true” profile of an object which is often useful in context of engineer drawings.

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

Texture mapping

A

a process in which certain color patterns can be associated with an objects surface. It associatesa predefined image with the surface of an object. This image might be a digital photograph, an artists rendering or perhaps a computer generated image.

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

The process of creating and displaying images: 1. Modeling

A

analogous to designing and constructing a set in the traditional motion picture industry, except that the 3D graphics scene is contructed from digitally encoded data and algorithms.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Gouraud shading and Phong shading

A

Both uses the information about the surface orientation at a patchs vetices to approximate the surface orientation along the boundaries of the patch. Gouraud shading then applies that information to determine the appearance of the surface along the patch boundaries and, finally, interpolates that boundary appearance to estimate ethe appearance of the surface at points in the interior of the patch. In contrast, phongs shading interpolates the orientation of the surface along the patchs boundaries to estimate the surface orientation at points within the patchs interior and only then considers questions of appearance. (in short, Gouraud shading converts orientation information into color information and then interpolates the color information. Phong shading interpolates orientation until the orientation of the point in question is estimated, and then converts that orientation information into color information.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Bezier curves

A

a concept which allows a curved line segment in three dimensional space to be defined by only a few points called control points.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Ray tracing

A

essentially the process of following a ray of light backwatd to find its source.

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

Particle systems

A

a system that simulate the underlying structure of an object as a large collection of particles.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Standard software interfaces

A

consists of software routines that convert standardized commands into the specific instructions required by a particular graphics hardware-system. Examples are OpenGL, Direct3D.

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

The process of creating and displaying images (3 steps)

A

Modeling, rendering and displaying

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

Normal vectors

A

A polygonal mesh with arrows used to estimate the surface orientation at the vertices of the polygonal mesh.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Specular light

A

If a surface is smooth, parallel light rays (such as those arriving from the same light source) that strike the surface in the same area will be reflected in essentially the same direction and travel away from the object as parallel rays. Such reflected light is called specilar light.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Local and global lighting model

A

The rendering pipeline has disadvantages and one is that it only implements a local lighting model, meaning that the pipeline renders each objecti in relation to the light sources as though it were the only object in the scene. Light interactions between objects are therefore not captured. In a global lighting model those sort of interactions are considered.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Rendering pipeline

A

A well established paradigm used for the process of producing an image from a scene graph.

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

Planar patches

A

the shape of an object in 3D graphics is usually described as a collection of flat surfaces, these are called planar patches. These polygons form a polygonal mesh that approximates the shape of the object being described.

17
Q

Anisotropic and isotropic surfaces

A

Isotropic surfaces have refletion patterns which are symmetric. Anisotropic surfaces are not and can be found in fabric such as satin, where the nap of the cloth alters the materials appearance depending on its orientation. A grassy surface is another example.

18
Q

Image window

A

The restricted portion of the projection plane that defines the boundaries of the final image.

19
Q

Digitizing

A

the process to build a physical model of an object and then record the location of points on the surface of the model by touching the surface with a pen device that records its position in three-dimensional space.

20
Q

2d graphics

A

focuses on the task of converting two-dimensional shapes into patterns of pixels to produce an image.

21
Q

Diffuse light

A

When many light rays strike a surface at points whose orientations differ from that of the prefailing surface or also penetrate the immediate boundary of a surface and ricochet among the surface particles before finally departing as reflected light. The result is that many rays will be scattered in different directions. This is called diffuse light.

22
Q

The process of creating and displaying images: 2. Rendering

A

producing a two-dimensional image of the scene by computing how the objects in the scene would appear in a photograph made by a camera at a specified position. Applies the mathematics of analytic geometry to compute the projection of the objects in the scene onto a flat surface known as the projection plane in a manner analogous to a camera projecting a scene onto film.

23
Q

Radiosity

A

radiosity takes a more regional approach by considering the total light energy radiated between pairs of planar patches. This radiated light energy is essentially diffuse light. The light energy that is radiated from an object is either generated by the object (as in the case of a light source) or reflected off the object. The appearance of each object is then determined by considering the light energy it receives from other objects.

24
Q

Rasterization

A

The process of associating pixel compositions with points in the scene is called scan conversion or rasterization (because an array of pixels is known as a raster).

25
Q

Frame buffer

A

a storage area where each pixel, as the appearance of it is determined, are stored. May be an area of main memory, or, in the case of hardware designe specifically for graphics applications it may be a block of special purpose memory circuitry.

26
Q

Refraction

A

Light striking an object that is transparent rather than opaque. In this case light rays pass through the object rather than bounce off its surface. As the rays penetrate the surface their direction is altered. This phenomenon is called refraction.

27
Q

Procedural models

A

a program unit that applies an algorithm to generate a desired structure.

28
Q

Incidence angle

A

the angle at which a ray of light is reflected.

29
Q

Scene graph

A

the collective information of each objects location, size and orientation within a scene.

30
Q

Ambient light

A

“Stray” or scattered light that is not associated with any particular source or direction.

31
Q

Image processing

A

focuses on analyzing the pixels in an image in order to identify patterns that can be used to enhance or perhaps “understand” the image.

32
Q

Distributed ray tracing

A

rather than tracing a single ray backward from a point of reflection, distributed ray tracing traces multiple rays from that point, each extending in a slightly different direction.

33
Q

Flat shading

A

the use of the orientation of a planar patch as the orientation of each point on the patch. The result is that the final image will appear faceted rather than rounded. In a sense, flat shading produces an image of the polygonal mesh itself rather than the object being modeled by the mesh.