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Test review for Professor Thompson's Computer Graphics 2 class covering WebGL
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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.
Right-Hand Rule
determines direction in 3D space: curl your fingers in the rotation direction, and your thumb points along the axis.
Face Orientation
OpenGL uses winding order (clockwise or counterclockwise) to determine whether a face is front-facing or back-facing.
Counter Clockwise Vertices
create outward facing objects
Clockwise Vertices
Create inward facing objects
Culling
is the process of removing back-facing polygons to improve rendering performance.
Homogeneous Coordinates
represent 3D points using a fourth dimension. (x,y z) The last digit is 0 for vector and 1 for point.
Translation
moves an object to a new position in space without changing its orientation or size.
Rotation
turns an object around a specified axis by a given angle.
Scaling
changes the size of an object by enlarging or shrinking it along one or more axes.
Order of Transformations
Rotate, Scale Translate.
Model Matrix
defines the position, orientation, and scale of an object in the scene.
View Matrix
represents the camera's position and orientation in the scene.
Projection Matrix
determines how a 3D scene is projected onto a 2D screen.
Orthographic Projection
Keeps parallel lines unchanged and is used for technical drawings and objects don’t change size from distance.
Axonometric Projection
type of orthographic projection that displays 3D objects with uniform scaling from specific angles, like isometric views.
Oblique Projection
skews objects to show one face fully visible while others are angled.
Perspective Projection
shrinks objects as they move farther away to create a sense of depth.
Advantages of Orthographic Projections
They preserve dimensions and are ideal for technical drawings. However, they lack a sense of depth.
Advantages of Perspective Projections
Creates realistic depth and size relationships but distort parallel lines and dimensions.
lookAt Function
generates a view matrix to position and orient the camera toward a target point in 3D space. 3 inputs (eye,target, up)
Phong Lighting Model
calculates the angle between the viewing vector and the reflection vector to determine the specular component.
Modified Phong Lighting Model
Calculates the specular using the difference between the normal and the halfway vector for improved efficiency.
Specular Lighting
creates bright highlights where light reflects directly into the viewer’s eye.
Diffuse Lighting
scatters light evenly, simulating a matte surface's appearance.
Ambient Lighting
is uniform, simulating indirect light that illuminates all objects.
Texture Mapping
Texture mapping applies images to surfaces by mapping texture coordinates to object geometry.
Texture Mapping in the Pipeline
occurs during the fragment shading stage to determine pixel color.
Texture Wrapping
defines how textures repeat or stretch when mapped onto objects.
Halfway Vector
is the direction halfway between the light vector and the view vector, used to calculate the specular component.
gl.clearColor
Sets the background color
gl.clear
Clears the screen or buffers
gl.bindBuffer
Connects a buffer to WebGL
gl.bindTexture
Connects a texture to WebGL
gl.uniform1f
Sends a float value to the shader
gl.bufferData
Creates and fills a buffer
gl.bufferSubData
Creates and fills a buffer
gl.enable
Turns on a WebGL Feature
gl.cullFace
Chooses which poylgon side to ignore
gl_Postion
Sets the vertex postion in the shader
Eye
Where the camera is
Center
The point the camera is looking at
Up
The direction considered up
Whats the order of the view matrix?
eye, center, up each have three varibles xyz