COMP GRAPHICS FINALS

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21 Terms

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Textures

  • refer to images applied to surfaces of geometric shapes in three-dimensional scenes.

  • For example, the figure below shows an image of a brick wall mapped to a triangle.

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texture coordinate

specifies what part of the texture image to sample from

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0 to 1

Texture coordinates in the x and y axis range from___ .

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sampling

The process of retrieving the texture color using texture coordinates is known as

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texels

pixels of the texture

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mipmap

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

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texture object

  • a data structure that stores pixel data from an image

  • stores information about which algorithms to use to determine the colors of the surface the texture is being applied to;

  • this requires some type of computation whenever the texture and the surface are different sizes.

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Lighting

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

  • It is one of the most important considerations for realistic 3D graphics.

  • The goal is to simulate light sources and how the light they emit interacts with objects in the scene.

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Ambient lighting

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

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Diffuse lighting

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

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Specular lighting

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

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illumination model

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

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Phong model

  • One of the most commonly used illumination models

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

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  1. the direction vector of the light ray

  2. a vector perpendicular to the surface (normal vector).

The magnitude of the effect of a light source at a point depends on the angle at which a ray of light meets a surface.

This angle is calculated as the angle between two (2) vectors

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point light

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

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Attenuation

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

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directional light

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.

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Shadows

  • are areas hidden from the light source.

  • They add great realism to a lit scene and make it easier for viewers to observe and estimate spatial relationships between objects.

  • They give a greater sense of depth to the scene and objects.

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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. This effect is called ____ .

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shadow pass

  • The data required for creating shadows will be gathered in a rendering pass called ____.

  • The purpose of it is to render the scene from the position and direction of the light source to determine what points are “visible” to the light.

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shadow mapping

  • in which 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.