Computer Graphics 2

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Test review for Professor Thompson's Computer Graphics 2 class covering WebGL

Last updated 6:04 PM on 12/5/24
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44 Terms

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Normals

a vector that is perpendicular to a surface at a specific point is also used to calculate lighting and shading.

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Right-Hand Rule

determines direction in 3D space: curl your fingers in the rotation direction, and your thumb points along the axis.

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Face Orientation

OpenGL uses winding order (clockwise or counterclockwise) to determine whether a face is front-facing or back-facing.

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Counter Clockwise Vertices

create outward facing objects

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Clockwise Vertices

Create inward facing objects

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Culling

is the process of removing back-facing polygons to improve rendering performance.

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Homogeneous Coordinates

represent 3D points using a fourth dimension. (x,y z) The last digit is 0 for vector and 1 for point.

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Translation

moves an object to a new position in space without changing its orientation or size.

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Rotation

turns an object around a specified axis by a given angle.

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Scaling

changes the size of an object by enlarging or shrinking it along one or more axes.

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Order of Transformations

Rotate, Scale Translate.

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Model Matrix

defines the position, orientation, and scale of an object in the scene.

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View Matrix

represents the camera's position and orientation in the scene.

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Projection Matrix

determines how a 3D scene is projected onto a 2D screen.

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Orthographic Projection

Keeps parallel lines unchanged and is used for technical drawings and objects don’t change size from distance.

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Axonometric Projection

type of orthographic projection that displays 3D objects with uniform scaling from specific angles, like isometric views.

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Oblique Projection

skews objects to show one face fully visible while others are angled.

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Perspective Projection

shrinks objects as they move farther away to create a sense of depth.

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Advantages of Orthographic Projections

They preserve dimensions and are ideal for technical drawings. However, they lack a sense of depth.

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Advantages of Perspective Projections

Creates realistic depth and size relationships but distort parallel lines and dimensions.

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lookAt Function

generates a view matrix to position and orient the camera toward a target point in 3D space. 3 inputs (eye,target, up)

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Phong Lighting Model

calculates the angle between the viewing vector and the reflection vector to determine the specular component.

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Modified Phong Lighting Model

Calculates the specular using the difference between the normal and the halfway vector for improved efficiency.

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Specular Lighting

creates bright highlights where light reflects directly into the viewer’s eye.

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Diffuse Lighting

scatters light evenly, simulating a matte surface's appearance.

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Ambient Lighting

is uniform, simulating indirect light that illuminates all objects.

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Texture Mapping

Texture mapping applies images to surfaces by mapping texture coordinates to object geometry.

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Texture Mapping in the Pipeline

occurs during the fragment shading stage to determine pixel color.

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Texture Wrapping

defines how textures repeat or stretch when mapped onto objects.

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Halfway Vector

is the direction halfway between the light vector and the view vector, used to calculate the specular component.

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gl.clearColor

Sets the background color

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gl.clear

Clears the screen or buffers

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gl.bindBuffer

Connects a buffer to WebGL

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gl.bindTexture

Connects a texture to WebGL

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gl.uniform1f

Sends a float value to the shader

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gl.bufferData

Creates and fills a buffer

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gl.bufferSubData

Creates and fills a buffer

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gl.enable

Turns on a WebGL Feature

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gl.cullFace

Chooses which poylgon side to ignore

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gl_Postion

Sets the vertex postion in the shader

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Eye

Where the camera is

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Center

The point the camera is looking at

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Up

The direction considered up

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Whats the order of the view matrix?

eye, center, up each have three varibles xyz