Models Flashcards

(14 cards)

1
Q

In computer graphics, objects are described as an approximation using…

A

Polygons

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2
Q

An approximation of an object’s surface using connected polygons is called…

A

A mesh

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3
Q

In order to render an object, it is critical that we define…

A

Surface normals

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4
Q

Surface normals are vectors that lie […] to the surface.

A

Perpendicular

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5
Q

A polygonal mesh must satisfy the following three criteria…

A

The intersection of two faces is either empty, a vertex or an edge.

Every edge must be shared by exactly two faces.

Faces must have normals facing in a consistent direction.

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6
Q

If, in a mesh, every edge is shared by exactly two faces, this is called…

A

A manifold mesh

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7
Q

Surfaces can also be approximated using polygonal meshes, using a technique called…

A

Mesh subdivision

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8
Q

Meshes typically have more polygons in high […] areas.

A

Curvature

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9
Q

GL_TRIANGLES, _FAN and _STRIP are three OpenGL methods used to help build meshes. What are the differences between them?

A

GL_TRIANGLES lets you build each vertex individually.
_FAN treats the first vertex as an ‘origin point’, then fills in the gaps.
_STRIP treats the model as one strip of vertices, which are then filled in with edges.

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10
Q

Sending an entire array of vertices to the GPU is inefficient. To fix this problem, we can have one array consisting of all vertices, and another array…

A

Consisting of triangles with indices that link directly to this vertex list

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11
Q

The three attributes for each vertex are…

A

Coordinates, colour and vertex normal

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12
Q

Two properties of light and materials are…

A

Colour, reflectivity, light source, transparency

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13
Q

To render a solid object, the faces of the model are rendered from the […] properties.

A

Vertices, lighting and material

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14
Q

Polygonal meshes are defined by their…

A

Vertices and properties

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