Kapitel 10 Flashcards
Two distinct steps of the creation of an image using 3D-graphics
One step is the creation, encoding, storage and manipulation of the scene to be photographed. The other is the process of producing the image. The former is a creative artistic process, the latter is a computationally intense process.
Bump mapping
a way of generating small variations in the apparent orientation of a surface so that the surface appears to be rough. Also adds a degree of randomness to the interpolation process applied by traditional shading algorithms so tha the overall surface appears to have texture.
Perspective projection versus parallel projection
In perspective projection all objects are projected along straight lines called projectors that extend from a common point called the center of projection, or the view-point. Parallel projection means that the projectors are parallel. A perspective projection produces a projection similar to that seen by the human eye, whereas parallel projection produces a “true” profile of an object which is often useful in context of engineer drawings.
Texture mapping
a process in which certain color patterns can be associated with an objects surface. It associatesa predefined image with the surface of an object. This image might be a digital photograph, an artists rendering or perhaps a computer generated image.
The process of creating and displaying images: 1. Modeling
analogous to designing and constructing a set in the traditional motion picture industry, except that the 3D graphics scene is contructed from digitally encoded data and algorithms.
Gouraud shading and Phong shading
Both uses the information about the surface orientation at a patchs vetices to approximate the surface orientation along the boundaries of the patch. Gouraud shading then applies that information to determine the appearance of the surface along the patch boundaries and, finally, interpolates that boundary appearance to estimate ethe appearance of the surface at points in the interior of the patch. In contrast, phongs shading interpolates the orientation of the surface along the patchs boundaries to estimate the surface orientation at points within the patchs interior and only then considers questions of appearance. (in short, Gouraud shading converts orientation information into color information and then interpolates the color information. Phong shading interpolates orientation until the orientation of the point in question is estimated, and then converts that orientation information into color information.
Bezier curves
a concept which allows a curved line segment in three dimensional space to be defined by only a few points called control points.
Ray tracing
essentially the process of following a ray of light backwatd to find its source.
Particle systems
a system that simulate the underlying structure of an object as a large collection of particles.
Standard software interfaces
consists of software routines that convert standardized commands into the specific instructions required by a particular graphics hardware-system. Examples are OpenGL, Direct3D.
The process of creating and displaying images (3 steps)
Modeling, rendering and displaying
Normal vectors
A polygonal mesh with arrows used to estimate the surface orientation at the vertices of the polygonal mesh.
Specular light
If a surface is smooth, parallel light rays (such as those arriving from the same light source) that strike the surface in the same area will be reflected in essentially the same direction and travel away from the object as parallel rays. Such reflected light is called specilar light.
Local and global lighting model
The rendering pipeline has disadvantages and one is that it only implements a local lighting model, meaning that the pipeline renders each objecti in relation to the light sources as though it were the only object in the scene. Light interactions between objects are therefore not captured. In a global lighting model those sort of interactions are considered.
Rendering pipeline
A well established paradigm used for the process of producing an image from a scene graph.