Computer Graphics Final Exam Flash Cards
implicit vector equation of sphere formula
(p-c) * (p-c) - R^2
normal vector at a point on a sphere formula
(p-c)/R
Reasonable values for phong exponent in Blinn-Phong reflection formula: -matte/eggshell -somewhat shiny -glossy
-15 -180 -2000
Control points
-interploting -approximation
What scenarios do surface materials permit an object to have its own highlisht/specular color as distinct from the color of the lights
-some metals the diffuse reflectance contributes to the highlight color -dimming the highlight can prevent washout when the value exceeds 1
briefly explain the concept of separable filter and how it relates to convolutions in 2D
A seperable filter is one that can be represented as the simple product of two other filters. For 2D convulution, this means that we can construct two-dimensional filters by defining two seperate one-dimensioonal filters and simply multiply them together
Graphics Pipeline
Application --> Vector Processing --> Rasterizer --> Fragment Processing --> Frame Buffer Vextex Data --> Assembled Primitives --> Fragments --> Shaded fragments --> final Pixels
DDA vs. Bresenham
DDA- each time through the loop it updates the previous y-coordinate by asome fixed amount instead of recalculating it x from each time (incremental) Brensham -removes any fractional division (integer)
In gourad shading and phong shading what quantities are varied across the fragment
Gouraud - color Phong - normal vector
What is a scenario where a texture coordinate function would be bijective or one-to-one
a human face with many unique bumps and wrinkles
spline
a representationm of a curve defined by a piecewise parametric function
scene graph
a scene that can be managed by hierarchal organization (Car example)
aliasing
a set if samples can match multiple continuous signals
The phenomenon examined in the previous question, is when more than one signal is consistent with the same discrete set of samples is called
alias
If we define texture coordinates at each vertex, we can varythem across the face of a triangle using ______
barycentric interpolation
What method does the hardware rasterizer use to compute varying quantities across fragments in screen space
barycentric interpolation
given two non-parallel vectors a and b, how do we obtain a third vector that is perpendicular to both a and b
c can be found by cross computing the product a*b
piecewise
collection of curves that appropriate asmooth curve
gamma correction
controls the overall brightness of an image
samples
discrete measurements a continuous signal
convolution operation has what properties
distributive, associative, commutative, identity
reducing the number of samples by keeping only every Nth sample by keeping only every Nth sample, this is known as
down
to verify that a triangle mesh is a manifold, it suffices to check what two conditions
every edge is shared by exactly two triangles, every vertex is surrounded by exactly one complete loop of triangles
the gaze vector can be derived from
eye position and view reference point
Psuedocode for Ray Tracing
for each pixel do compute viewing ray if(ray hits an object with t ∈ [0, ∞)) then compute n Evaluate shading model and set pixel to that color else set pixel to background color
Depth Buffer
for(each object, object in scene) rasterize, obj initialize z-buffer to ∞ for each frag(i,j) < depth Buffer (i,j) colorBuffer(i,j)
Per-fragment shading vs. per-primitive shading vs. per-vertex shading
fragment - shades fragment vertex - shades each triangle specifically primitive - shades specifc shapes
halfway vector formula
h = (v+l)/ ||(v+l)||
Lambertian diffuse illumination formula
kdI max(0, n*l)
Phong specular illumination formula
ksI max(0, v*r)^p
Many pixels to one texel
mag
many texels to one pixel
min
pre-computing lower resolution versions of a texture image to allow more efficient access to downsamples texture values for higher quality antialiasing, these smaller downsamples images are called _________
mip
Name two different application areas where comp graphics can be used
movies, games, medical images, etx
ray equation
p(t) = e + td
spline curves
piecewise lineup curve, polygonal "spline"
reflection vector formula
r = d -2(d*n)n
basic ray tracing algorithm
ray generation --> ray- object intersection --> shading
Cohen-Sutherland line-clipping algorithm
reliable, and easy to understand. It uses what is termed 'inside-outside window codes' (It is the the grid of bytes)
Three core areas of computer graphics
rendering, animation, modeling
approximation
spline curve doesn;t pass through but affected by them
How does the phong reflection model change when there are multiple lights
sums up the combination of multiple lights
why do we include ambient constant in the reflection modelsums up the combination of multiple lights
sums up the combination of multiple lights
what simple change can we make to the standard shading computation to simulate two-sided lighting
take the absolut value of dot-product n*l instead of clamping negative values 0
if a ray surface intersection equation has several distinct real solutions, then what is the correct geometric interpretation of this algebraic result
the ray intersects at more than one point
what does it mean to say that ray-tracing is an image order approach to rendering
the rendering loop iterates for each pixel
We can achieve a more compact representation by representing the top and bottom of this octahedron with which of the following compression strategies
triangle fans
if we increase the number of samples by inserting interloped values , we call this`
up
a texture coordinate function φ maps ____ to points in ____
world space, texture space