Chapter 3 Flashcards

1
Q

translation

A

changing position

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2
Q

rotation

A

changing orientation

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3
Q

R3

A

virtual world which every point is repreented as a triple of real valued coordinatates(x,y,z)

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4
Q

primitives

A

represetnations in a computer that are finite but each represents an infinite set of point (3d triangle)

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5
Q

mesh;

A

numerous trangles arranged to model a complicated object

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6
Q

questions about mesh representing objects

A

how to specify how each traingle looks when used by viewed, how to make object move, if object surface is curved then should use curved primitives?, is interior part of model or does object only have surface, is there effecient algorhm for determining which triangles are adjaacent to given triangle, should we avoid duplicating vertex coordinates that are common to neighboring triangles

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7
Q

doubly connected edge list

A

half edge ata structure - depend on which operations are performed

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8
Q

three data elements

A

faces, edges vertices

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9
Q

coherent model

A

barrrier between inside and outisde of an object are formed then if fill inside with gas, could not leak out but if single traingle is removed, no longer a clear distinction between inside and outside of object

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10
Q

polygon soup

A

jumble of traingles that dont fit ogether nicely

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11
Q

two kinds of models

A

stationary and movable

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12
Q

stationary models

A

keep same coordinates forever like streets

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13
Q

moveable modesl

A

transformed into various potiions and orientation like vehicels

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14
Q

two possible interpretations of transofrmation

A

original object - object moves or origin moves

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