Graphics Final Flashcards

1
Q

Shadow Maps Drawbacks:

A

-Hard shadows (point lights only)
-Quality depends on shadow map resolution
(general problem with image-based techniques)
-Involves equality comparison of floating point depth
values means issues of scale, bias, tolerance

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2
Q

Raycasting:

A
  1. Generate an image by casting one ray per pixel
  2. Check for shadows by sending a ray to the light
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3
Q

Motion Capture Pros:

A

-Can capture large amounts of real data quickly
-Realism can be high

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4
Q

Motion Capture Cons:

A

-Complex and costly set-ups
-Captured animation may not meet artistic needs, requiring alterations

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5
Q

Global Illumination:

A

what if a ray hits an object?
Q also reflects light to P! How much? The dir. illum. at Q!

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6
Q

Multi-color Illumination

A

where multiple colors of light are used simultaneously or in sequence to illuminate an environment or object.

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7
Q

Specular Lighting:

A

l + r = 2(n * l)n
Position of Person + r(t) = (x,0,z)

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8
Q

Irradiance:

A

Light falling on a surface
the power per unit area incident
on a surface point.

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9
Q

Radiance:

A

Light traveling along a ray
fundamental field quantity that describes the
distribution of light in an environment

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10
Q

Radiant Intensity:

A

Light emitted from a source
the power per unit solid angle emitted by a point light source

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11
Q

Radiant Flux (Power):

A

the energy emitted, reflected, transmitted or received, per unit time.

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12
Q

Radiant energy

A

energy of electromagnetic radiation
measured in joules

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13
Q

Spatial Partitioning

A

KD-Tree
An object can be contained in multiple regions
No objects are stored in internal nodes
Oct-Tree but lines dont have to go with other lines straight down
Unequal boxes

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14
Q

Object Partitioning

A

BVH-Tree
1. Make a bounding box
2. Recursively split set of
objects in two subsets
3. Recompute the bounding
box of the subsets
4. Stop when necessary
5. Store in Leaf Nodes

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15
Q

Octree

A

each internal node has exactly eight children, corresponding to the eight octants of 3D space.
equal cuts
fibonaci-like

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16
Q

Pinhole Camera Model

A

Eyepoint -> Image Plane -> Closest Scene in Intersection Point (Primary Ray)

17
Q

Shadow Rays point to:

A

Reflected/Refracted Rays -> Light source