CGP FINALS

5.0(4)
Studied by 12 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/19

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 1:42 PM on 12/2/25
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

20 Terms

1
New cards

Textures

It refers to images applied to surfaces of geometric shapes in three dimensional scenes.

2
New cards

Texture coordinate

It specifies what part of the texture image to sample from.

3
New cards

Sampling

It is the process of retrieving the texture color using texture coordinates.

4
New cards

Texels

It is the pixels of the texture.

5
New cards

Mipmap

It is a collection of texture images where each subsequent texture is twice as small compared to the previous one.

6
New cards

Texture object

It is a data structure that stores pixel data from an image.

7
New cards

Lighting

It refers to the placement of lights in a scene to achieve a desired effect.

8
New cards

Ambient lighting

It affects all points on all geometric surfaces in a scene by the same amount.

9
New cards

Diffuse lighting

It represents light that has been scattered and thus will appear lighter or darker in various regions, depending on the angle of the incoming light.

10
New cards

Specular lighting

It creates bright spots and highlights on a surface to simulate shininess, which is the tendency of a surface to reflect light.

11
New cards

Illumination model

It is a combination of lighting types used to determine the color at each point on a surface.

12
New cards

Phong model

It uses ambient, diffuse, and specular lighting, and is particularly appropriate for reflective or shiny surfaces.

13
New cards

Normal vector

It is a vector perpendicular to the surface

14
New cards

Point light

It simulates rays of light emitted from a single point in all directions and incorporates attenuation.

15
New cards

Attenuation

It is the decrease in intensity as the distance between the light source and the surface increases.

16
New cards

Directional light

It simulates a distant light source such as the sun, in which all the light rays are oriented along the same direction and there is no attenuation.

17
New cards

Shading

When using lights, the colors on a surface may be brighter or dimmer, depending on the angle at which the light rays meet the surface.

18
New cards

Shadows

These are areas hidden from the light source.

19
New cards

Shadow pass

It is where the data required for creating shadows are gathered. Its purpose is to render the scene from the position and direction of the light source to determine what points are “visible” to the light.

20
New cards

Shadow mapping

The scene is rendered from the light's point of view. Everything seen from the light's perspective is lit and everything that cannot be seen must be in shadow.