8.Image Processing (Rendering 2) Flashcards

1
Q

What does specular reflection vary with?

A
  • angle (Reflection, View)

- incident angle & wavelength λ

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2
Q

Effect of changing angle (Reflection, View) on reflected light?

A

Increase angle = decrease observed reflection

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3
Q

Phong specular function to relate reflected light / angle(Reflection, View)?

A

cos^n(φ)

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4
Q

Which equation relates reflected light/λ/incidence angle?

A

Fresnel

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5
Q

Are a incident angle or wavelength used in practice in graphics?

A

No, specular coefficient ks is used

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6
Q

V4 of the local illumination model? (I = ambient+ distance(diffuse+specular))

A

I = kala + (Ip/d’)[kd(NL)+ks(R*V)^n]

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7
Q

How do we express light colour?

A

RGB intensities (Ipr,Ipg,Ipb)

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8
Q

How do we express surface colour (split coefficients)?

A

kar,kaG,kaB

kdR,kdG,ldB

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9
Q

V5 of the local illumination model (incorporates colours)

A

Ir = ambientR + distance(diffuseR+specular)

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10
Q

What are the three shading methods?

A

Flat, Gouraud and Phong (FGP)

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11
Q

Alternative names for the shading methods?

A

Constant, Intensity and Normal-vector

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12
Q

How is flat shading produced?

A

calculate colour of one vertex

apply to all triangle

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13
Q

What does the bad mach banding effect in flat shading mean?

A

Our eyes are very good at detecting edges

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14
Q

How is Gouraud shading computed?

A

INTERPOLATION of colours, smooth out discontinuities between polygons

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15
Q

Name two problems of gouraud shading?

A
  • Specular highlights may be lost

- Mach banding may still be visible

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16
Q

How is Phong shading computed?

A

apply illumination model to every pixel

17
Q

Does Phong maintain specular highlights?

A

yas