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scene graph
At the heart of a 3D graphics framework is a _____: a data structure that organizes the contents of a 3D scene using a hierarchical or tree-like structure.
Tree, Nodes
A_____ represents a hierarchical nature of structure in a graphical form. It consists of elements called _____,
child nodes
with each node links to its successors. The successors of a node are its _____
parent
while the predecessor of a node is called its _____.
root node
special node called the _____. This node is the tree's topmost node.
model matrix
The accumulated transformations applied to an object are stored as the product of the corresponding matrices, which is a single matrix called the _____ of the object.
current location, orientation, scale
The model matrix effectively stores the _____, _____, and _____ of an object.
transform
The model matrix effectively stores the current location, orientation, and scale of an object. These three (3) are collectively referred to as the _____ of the object
world transformation
The transform of an object relative to the root of the scene graph, often called a _____, can be calculated from the product of the model matrix of the object and those of each of its ancestors
compound object
A scene graph structure also allows simple geometric shapes to be grouped together into a _____ that can be easily transformed into a single unit
graph-based framework
A scene _____ allows you to create interactive scenes containing complex objects,
• A matrix to store its transform data
• A list of references to child objects
• A reference to a parent object
The corresponding class (ex. Object3D class) shall contain three (3) items:
(Scene)
Root node
(Group)
Interior nodes used for grouping purposes
(Mesh)
Nodes corresponding to objects that can be rendered
(Camera)
Virtual camera for rendering the point of view
(Light)
Virtual light source that affects the shading and shadows
(Geometry)
The general shape and other vertex-related properties of each mesh
(Material)
The general appearance of an object
(Renderer)
The general initialization tasks and image rendering
vertex buffers
(whose references shall be stored by attribute objects stored in the geometry)
attribute variables
(specified by shaders stored in the material).
vertex array object (VAO).
associates vertex buffers to attribute variables. This will allow geometric objects to be reused and rendered with different materials in different meshes.
Attribute objects
that describe vertex properties, such as position and color.
Geometric objects
shall also store texture coordinates, for applying images to shapes, and normal vectors, for use in lighting calculations.
render settings
The _____ are the properties which are set by calling functions, such as the type of geometric primitive s (points, lines, or triangles), point size, line width, and so forth
scene object, camera object
The rendering function in the Renderer class shall require two ( 2 ) parameters: a _____ and a camera object.
transformation of a mesh, transformation of the virtual camera, perspective transformation
There are three ( 3 ) required uniform variables by most shaders whose values are stored outside the material. These are the_____, the _____ used for viewing the scene, and the _____ applied to all objects in the scene.