CS426 Lecture 6 Flashcards

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Flashcards based on the notes from CS426 Lecture 6, covering topics like arc ball cameras, 3D models, platonic solids, and visibility problems in computer graphics.

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23 Terms

1
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What is the typical viewing time an average visitor spends in front of a work of art, according to a New York Times article?

15 to 30 seconds

2
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What is a Tesseract also known as?

Hypercube

3
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What is the Schläfli symbol for a Tesseract?

{5,3}

4
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What is the Schläfli symbol for the 3D 'Shadow of a Tesseract'?

{4,3,3}

5
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What are the five platonic solids?

Tetrahedron, Octahedron, Icosahedron, Cube (hexahedron), Dodecahedron

6
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What is the golden ratio?

Approximately 1.618

7
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What are the three camera types?

1st person, 2nd person, 3rd person

8
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What coordinate system is used for the Arc Ball camera?

Spherical Coordinates

9
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In the Arc Ball camera implementation, what do phi and theta represent?

Latitude and Longitude, respectively

10
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What does FOV stand for, in the context of projection?

Field of View

11
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What is the purpose of culling in 3D graphics?

To decide which polygons should be visible when mapping from 3D to 2D

12
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What is the Painter's algorithm?

Sorting objects by Z value, drawing most distant objects first, finishing with the closest

13
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What is Frustum culling?

The process of removing objects outside of the view frustum from the rendering pipeline.

14
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Define Vertex in 3D Graphics

Usually a corner of a polygon or polyhedron.

15
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Define Edge in 3D Graphics

A line segment where two faces or surfaces of a polyhedron meet.

16
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Define Face (Polygon) in 3D Graphics

Flat/planar. A face of a polyhedron is any of the polygons that make up its boundaries

17
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What is stored in the graphics card's RGB buffer?

Image in the form of a 2D array containing the red, green and blue values for each pixel location

18
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What information does the Z buffer record?

Distance from the camera to the nearest object in the scene for each pixel location

19
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What is the purpose of the alpha buffer?

Records information about how to mix each pixel in the RGB buffer with new pixels being drawn into the buffer

20
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What is a pixel?

The smallest addressable component of an image.

21
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What is Z-culling?

The method used by the graphics card to make sure the pixels produced by objects nearest the camera are the pixels that remain rendered in the final image.

22
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What is Occlusion culling?

An algorithm to reduce the number of objects in the scene that would not be visible in the final scene from being rendered and then subsequently z-culled.

23
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Why should Znear and Zfar never be set to extreme values?

Can cause primitives at slightly different ranges to be rendered in the wrong order leading to artifacts.