Computer Graphics Midterm

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Flashcards for the Ontario Tech computer graphics course midterm.

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53 Terms

1
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What is the graphics pipeline?

Sequence of stages that convert 3D models into a 2D image: modeling, viewing, projection, lighting, rasterization, and fragment processing.

2
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What does the frame buffer do?

Stores the final colour values of all pixels in video memory.

3
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How is colour represented?

Using RGB components
—red, green, and blue combined to form colours.

4
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What is global illumination?

Simulates both direct and indirect light, including reflections and light bouncing.

5
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What is local illumination?

Considers only direct light between sources and surfaces.

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What happens in vertex processing?

Transforms 3D coordinates into clip space and computes vertex attributes.

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What happens in fragment processing?

Computes final pixel colour using lighting and texture data.

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What is the z-buffer?

Stores depth per pixel to decide which surfaces are visible.

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What is a vertex shader?

Runs once per vertex to apply transformations and output attributes.

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What is a fragment shader?

Runs once per pixel to compute final colour and lighting.

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What is an attribute variable?

Per-vertex input like position or normal that changes per vertex.

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What is a uniform variable?

Constant value across all vertices or fragments during one draw call.

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How are uniforms set?

Via CPU functions like glGetUniformLocation() and glUniform*().

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What is a VAO?

Stores vertex attribute configuration and linked buffer objects.

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What is a VBO?

Stores raw vertex data such as positions and normals.

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What is an index buffer?

Allows reuse of vertices using indices to reduce redundancy.

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What is GLFW used for?

Window creation and input handling in OpenGL.

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What is GLEW used for?

Manages and loads OpenGL extensions.

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What is GLM used for?

Provides vectors, matrices, and transformations for OpenGL.

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What is a polygon mesh?

Collection of vertices, edges, and faces forming 3D surfaces.

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What is a normal vector?

Perpendicular vector to a surface, used in lighting calculations.

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What are the three standard transformations?

Translation, rotation, and scaling.

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Why use homogeneous coordinates?

Enable translation and projection via 4×4 matrix multiplication.

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How to rotate about a specific point?

Translate to origin, rotate, then translate back.

25
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What is hierarchical modeling?

Organizes objects into parent-child structures for linked transformations.

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What is a master and an instance?

Master defines geometry; instance applies transformations to reuse it.

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What is parametric representation?

Defines points as functions of parameters (u, v).

28
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What is implicit representation?

Defines a surface as all points satisfying f(x, y, z) = 0.

29
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What are Cn and Gn continuity?

Cn ensures derivative continuity; Gn ensures direction continuity only.

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What is a Bezier curve?

Curve defined by control points using blending functions within convex hull.

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What is the viewing transformation?

Converts world coordinates to camera coordinates.

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What is orthographic projection?

Parallel projection that preserves size and shape.

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What is perspective projection?

Simulates depth
—objects appear smaller when farther away.

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What is the canonical view volume?

Normalized cube (-1 \le x, y, z \le 1) after projection.

35
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What is back-face culling?

Removes polygons facing away from the camera to improve speed.

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What is z-fighting?

Flickering from similar depth values; fix by increasing precision or offset.

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What are BSP trees?

Divide space for efficient visibility sorting using polygon planes.

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What is the Phong lighting model?

Combines ambient, diffuse, and specular reflection components.

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What is ambient reflection?

Constant base light that illuminates surfaces uniformly.

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What is diffuse reflection?

Light scattered equally
—intensity \propto cos(angle) between light and normal.

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What is specular reflection?

Mirror-like highlight depending on view direction and shininess.

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What is Lambert’s cosine law?

Diffuse reflection intensity is proportional to cos(angle) between light and normal.

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What is a half-vector?

Vector halfway between light and view directions for specular computation.

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What are directional, point, and spot lights?

Directional: parallel rays; Point: radiates in all directions; Spot: cone light.

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What is Flat shading?

One colour per polygon using a single normal.

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What is Gouraud shading?

Lighting at vertices with interpolated colours across polygons.

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What is Phong shading?

Interpolates normals per pixel for smooth lighting.

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What is material colour?

Defines how surfaces reflect ambient, diffuse, and specular light.

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What is the purpose of the LookAt transformation?

Positions and orients the camera relative to the scene.

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Why does transformation order matter?

Matrix multiplication is not commutative
—order changes result.

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What is clipping?

Removes geometry outside the viewing volume before rasterization.

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What is the difference between vertex and fragment shaders?

Vertex shader transforms geometry; fragment shader colours pixels.

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What does the frame buffer store?

Final rendered image pixels and their colours.