Graphics Flashcards

1
Q

What are simulating motion parts?

A

Dynamics: Applies laws of physics to determine position of objects
Kinematics: Applies characteristics of joints and appendages to determine position of objects
Avars
Motion Capture

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2
Q

Local Versus Global Lighting

A

Local Lighting Model: Does not account for light interactions among objects
Global Lighting Model: Accounts for light interactions among objects
Ray Tracing
Radiosity

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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

Clipping: Restricts attention to objects within view volume
Scan Conversion: Associates pixel positions with points in scene
Shading: Determines appearance of points associated with pixels

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5
Q

Reflection Versus Refraction

A

Reflection: Light rays bounce off surface.
Specular light
Diffuse light
Ambient light
Refraction: Light rays penetrate surface.

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6
Q

Modeling Objects

A

Shape: Represented by a polygonal mesh obtained from
Traditional mathematical equations
Bezier curves and surfaces
Procedural models
Other methods being researched
Surface: Can be represented by a texture map

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7
Q

2D Versus 3D Graphics

A

2D Graphics: Deals with manipulating two-dimensional images
3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes.

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