Computer Graphics Prefinal

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28 Terms

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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.

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Tree, Nodes

A_____ represents a hierarchical nature of structure in a graphical form. It consists of elements called _____,

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child nodes

with each node links to its successors. The successors of a node are its _____

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parent

while the predecessor of a node is called its _____.

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root node

special node called the _____. This node is the tree's topmost node.

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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.

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current location, orientation, scale

The model matrix effectively stores the _____, _____, and _____ of an object.

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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

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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

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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

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graph-based framework

A scene _____ allows you to create interactive scenes containing complex objects,

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• 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:

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(Scene)

Root node

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(Group)

Interior nodes used for grouping purposes

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(Mesh)

Nodes corresponding to objects that can be rendered

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(Camera)

Virtual camera for rendering the point of view

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(Light)

Virtual light source that affects the shading and shadows

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(Geometry)

The general shape and other vertex-related properties of each mesh

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(Material)

The general appearance of an object

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(Renderer)

The general initialization tasks and image rendering

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vertex buffers

(whose references shall be stored by attribute objects stored in the geometry)

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attribute variables

(specified by shaders stored in the material).

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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.

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Attribute objects

that describe vertex properties, such as position and color.

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Geometric objects

shall also store texture coordinates, for applying images to shapes, and normal vectors, for use in lighting calculations.

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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

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scene object, camera object

The rendering function in the Renderer class shall require two ( 2 ) parameters: a _____ and a camera object.

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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.