Computer Graphics I Flashcards

1
Q

Reflection vs Refraction

A

Reflection : Light rays bounce off surface
+Specular light
+Diffuse light
+Ambient light

Refraction : Light rays penetrate surface

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2
Q

Rendering

A

Clipping : Restricts attention to objects within view volume

Scan Conversion : Associates pixel positions with points in scene

Shading : Determines appearance sof points associated with pixels

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3
Q

Shading Techniques

A

Flat Shading : Creates faceted appearance

Gouraud and Phong Shading : Creates smooth, rounded appearance

Bump Mapping : Creates bumpy, rounded appearance

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4
Q

Rendering Pipeline

A

Consists of traditional algorithms for clipping, scan conversion, and shading

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5
Q

Local vs Global Lightning

A

Local Lightning Model : Does not account for light interactions among objects

Global Lightning Model : Accounts for light interactions among objects
-Ray Tracing (ışın izleme)
-Radiosity (ışınsallık)

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6
Q

Animation

A

Storyboard : A sequence of sketches summarizing the entire animation

Frame : One of many images used to create animation

Key Frames : Frames capturing the scene at specified points in time

In-betweening : Producing frames to fill the gaps between key frames

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7
Q

Simulating Motion

A

Dynamics : Applies laws of physics to determine position of objects

Kinematics : Applies characteristics of joints amd appendages to determine poisition of objects

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