Computer Graphics Flashcards
Question 1
(a) Motion Capture
- Motion capture captures the motion of a real-life actor for use in a model.
- Markers are placed on the actor's body, typically at joints, to record motion in real-time.
- Multiple calibrated cameras track the markers.
- Triangulation is used to estimate joint positions.
(b) Rendering Pipeline in 3D Graphics
- The rendering pipeline includes modeling, transformation, lighting, rasterization, and pixel shading.
- It transforms 3D objects into a 2D image by projecting vertices onto the screen.
- It applies lighting and shading calculations.
- Rasterization converts the result into pixels for display.
(c) Significance of the Alpha Channel
- The alpha channel in texture maps represents transparency.
- It allows textures to have varying levels of opacity.
- This enables rendering of transparent objects like glass, while maintaining realistic interactions with other objects.
(d) MIP Mapping in OpenGL
- MIP mapping improves texture rendering by creating prefiltered texture images at different resolutions.
- Advantages:
- Better texture quality at varying distances.
- Enhanced performance.
- Prevention of texture popping artifacts.
- It is particularly useful in real-time graphics and scenarios where consistent texture quality across distances is critical.
(e) Global Illumination vs. Local Illumination
- Global illumination simulates how light interacts with surfaces and scatters throughout a scene, considering specular and diffuse lighting.
- Local illumination models do not consider object-to-object interactions.
- Examples of global illumination techniques: ray tracing, path tracing, and radiosity.
(f) Capabilities of Rendering Algorithms
- Gouraud shading: (single diffuse or specular reflection).
- Phong shading: (single diffuse or specular reflection).
- Ray tracing: (single diffuse but multiple specular reflections).
- Radiosity method: (multiple diffuse reflections).
(g) Primary Uses of Normals
- Lighting Calculations: Normals determine how light interacts with a surface, affecting its brightness and shading. Used to compute diffuse and specular reflections accurately.
- Bump Mapping and Displacement Mapping: Used to simulate fine surface details without altering the geometry by perturbing normals, creating the illusion of bumps and deformations.
- Surface Smoothing: Normals interpolated across vertices create the illusion of smooth shading in techniques like Gouraud and Phong shading.
Question 2
Caustic Effects on Velvet Surface
- Scene: Gemstone on velvet cushion with a light source.
Phong Model
- Only considers local geometry and incoming light direction.
- Reflection intensity is not affected by the gemstone.
- Velvet surface colors are represented without shadows or caustics.
Whitted Ray Tracing
- Velvet surface approximated as an ideal diffuse surface.
- Backward tracing stops at the surface point.
- A shadow ray is created from the surface point to the light source.
- The gemstone occludes the shadow ray, classifying the point as in shadow.
- The highlighted area is rendered as completely in shadow, without caustics.
Path Tracing
- Many rays are shot for every pixel and follow a random walk.
- Some rays are refracted within the gemstone and hit the light source.
- Aggregating contributions of random rays simulates complex interactions.
- The illumination on the cushion surface is very realistic and includes caustics.
Question 3
Specular Highlight Calculation
- Directional light source and a reflective ground plane at .
- Light source direction: .
- Camera location: .
- Specular highlight peak at point .
- Reflection direction .
- Reflection direction formula: where is the light direction and is the normal vector.
- Ray from reflection point to the eye: .
- Solve for using the y coordinate: .
- Substituting gives: and .
Question 4
Transforming Shape M into Shape N
Origin is at the center of shape M.
First Scale shape M with two in y direction
Second Rotate it for 45 degrees around the z-axis
Finally, translate with the vector (+2, -2, 0)
The matrix applied to shape M is then:
Question 5
(a) Z-buffer Algorithm with alpha = 1
- Z-buffer handles occlusions by recording the depth of each rendered pixel and overwriting it if a closer surface is rendered.
- Render the yellow bar.
- Render the green bar.
- Render the red bar.
(b) Algorithm Choice with alpha = 0.4
- Painters algorithm is a better choice.
- Z-buffer cannot deal with translucency easily as it requires storing multiple depths in the depth buffer.
- Painters can render the yellow bar by blending the pixel's color with the previous color using the appropriate alpha value instead of overwriting it.