CGP PREFI

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/103

encourage image

There's no tags or description

Looks like no tags are added yet.

104 Terms

1
New cards

Tree

A graphical representation of a hierarchical structure. It consists of elements called nodes that are connected to other nodes.

2
New cards

Node

An element in a tree. In a scene graph, each node represents a 3D object in the scene

3
New cards

Successor of a node

A node connected below another node. The successors of a node are called its child nodes.

4
New cards

Child Node

A successor of another node. Each child normally has exactly one parent, except for the root node.

5
New cards

Predecessor of a node

The node above another node. The predecessor of a node is called its parent.

6
New cards

Parent Node

A node that has one or more child nodes connected to it.

7
New cards

Root Node

The topmost node of a tree. It is the special node that does not have a parent.

8
New cards

Model Matrix

A single matrix containing the accumulated transformations applied to an object. It stores the object's current location, orientation, and scale.

9
New cards

Transform

The combination of an object's location, orientation, and scale.

10
New cards

Location, orientation, and scale.

What three properties make up an object's transform?

11
New cards

It stores the transform of an object relative to its parent object.

What does the model matrix store relative to the scene graph?

12
New cards

World Transformation

The transformation of an object relative to the root of the scene graph.

13
New cards

combining the object's model matrix with the model matrices of each of its ancestors.

How is a world transformation calculated?

14
New cards

Ancestor

A parent, parent's parent, or another node above an object in the scene graph hierarchy.

15
New cards

It allows complicated transformations to be expressed using simpler transformations.

Why is the hierarchical transformation structure useful?

16
New cards

Yes. A single object can have several connections to one or more parent objects.

Can a single object have multiple connections in a scene graph?

17
New cards

An occurrence of that object inside its parent object.

What does each connection to a parent represent?

18
New cards

Modeling Transformation

A transformation associated with a connection or arrow that places a child object into its parent object.

19
New cards

No. The child object can remain the same, but each connection may use a different modeling transformation

if a parent contains several copies of the same child object, are their modeling transformations identical?

20
New cards

Compound Object

A more complex object created by grouping simpler geometric shapes together so they can be transformed as a single unit.

21
New cards

A table made from one large flat box for the tabletop and four narrow tall boxes for the legs.

What compound-object example is given in the handout?

22
New cards

Five: one tabletop and four legs.

How many box nodes are used to make the sample table?

23
New cards

Each part can be stored in a node, and all five nodes share the same parent node

How are the five parts of the table organized?

24
New cards

the entire table object is affected.

What happens when the parent node of the table is transformed?

25
New cards

Yes. Their different sizes and positions can be established using model matrices.

Can the boxes in the table reference the same vertex data?

26
New cards

Object3D Class

An example class representing objects or nodes located in three-dimensional space in a scene graph framework.

27
New cards

A matrix for transform data, a list of references to child objects, and a reference to a parent object.

What three items should an Object3D-type class contain?

28
New cards

Scene Class

The class representing the root node of the scene graph.

29
New cards

Group Class

A class representing interior nodes used for grouping objects.

30
New cards

Mesh Class

A class representing nodes corresponding to objects that can be rendered.

31
New cards

Camera Class

A virtual camera used to determine the point of view for rendering.

32
New cards

Light Class

A virtual light source that affects shading and shadows.

33
New cards

Geometry Class

A class representing the general shape and other vertex-related properties of a mesh.

34
New cards

Material Class

A class representing the general appearance of an object.

35
New cards

Renderer Class

A class responsible for general initialization tasks and image rendering.

36
New cards

Each mesh instance stores its own transformation matrix, allowing different positions and orientations.

Why can multiple versions of the same mesh appear differently in a scene?

37
New cards

Yes. Multiple mesh versions can use the same geometry and material while having different transformations.

Can meshes reuse the same geometry and material data?

38
New cards

A Vertex Array Object or VAO.

What does each mesh store a reference to?

39
New cards

Vertex Array Object.

what is VAO

40
New cards

It associates vertex buffers with attribute variables used by shaders.

What does a VAO do?

41
New cards

Vertex Buffer

Vertex data referenced through attribute objects stored in the geometry class and associated with shader attributes through the VAO.

42
New cards

Attribute Variable

A variable specified by shaders in the Material class that receives vertex-related information.

43
New cards

It allows geometric objects to be reused and rendered with different materials in different meshes.

Why is the VAO system useful?

44
New cards

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

What does the geometry class represent?

45
New cards

Attribute Object

An object stored by Geometry that describes a vertex property.

46
New cards

Properties such as position and color.

What vertex properties can Attribute objects describe?

47
New cards

Position Attribute

Vertex-related data describing the position of vertices.

48
New cards

Color Attribute

Vertex-related data describing the colors associated with vertices.

49
New cards

Texture Coordinates

Vertex-related information used to apply images to geometric shapes.

50
New cards

Normal Vectors

Vertex-related information used in lighting calculations.

51
New cards

the total number of vertices equals the length of the data array stored in any attribute.

How does the Geometry class calculate the total number of vertices?

52
New cards

To create or realize particular geometric shapes.

Why are classes created that extend the Geometry class?

53
New cards

Shapes such as rectangles and boxes.

Which shapes may have their attribute data listed directly?

54
New cards

Polygons, cylinders, and spheres.

Which shapes may require mathematical formulas to calculate their attribute data?

55
New cards

To serve as a repository for information related to the rendering process and the general appearance of an object.

What is the purpose of the Material class?

56
New cards

Shader code and its program reference, Uniform objects, and render settings.

What three types of information does the Material class contain?

57
New cards

Shader Code

Code stored by the Material class and associated with a shader program used during rendering.

58
New cards

Program Reference

A reference associated with the shader code stored by the Material class.

59
New cards

Uniform Object

An object used to store values corresponding to uniform variables defined in shaders.

60
New cards

Render Settings

Rendering properties set by functions, including primitive type, point size, line width, and similar settings.

61
New cards

What geometric primitive types are mentioned in the handout?

Points, lines, and triangles.

62
New cards

Compiling shader program code and locating uniform variable references.

What shader-related tasks can function in the Material class perform?

63
New cards

Dictionaries for storing Uniform objects and render-setting data.

What dictionaries does the base Material class initialize?

64
New cards

actual shader code, Uniform objects corresponding to shader uniform variables, and render-setting variables appropriate for the primitive being rendered.

What do extensions of the Material class supply?

65
New cards

A scene object and a camera object.

What two parameters are required by the Renderer class's rendering function?

66
New cards

It performs the necessary setup before the drawing function is called.

What does the Renderer do for each mesh before drawing it?

67
New cards

It activates the correct shader program.

What shader task does the Renderer perform?

68
New cards

It binds the appropriate Vertex Array Object.

What VAO task does the Renderer perform?

69
New cards

It configures the required render settings.

What render-setting task does the Renderer perform?

70
New cards
71
New cards
72
New cards
73
New cards
74
New cards
75
New cards
76
New cards
77
New cards
78
New cards
79
New cards
80
New cards
81
New cards
82
New cards
83
New cards
84
New cards
85
New cards
86
New cards
87
New cards
88
New cards
89
New cards
90
New cards
91
New cards
92
New cards
93
New cards
94
New cards
95
New cards
96
New cards
97
New cards
98
New cards
99
New cards
100
New cards