Lecture 13/14 Geometric Modeling Flashcards
What are the three most common types of Geometric models?
- Solid - implicit
- Surface - parametric
- Voxel - explicit
How does solid modeling work?
Uses sets of points / “chunks” of 3D space.
When Rendering Solid Models, what is the ray casting process?
What are the surface model formulas?
Why are triangle meshes useful for surface texturing?
Triangle meshes are very common
Simplicity and generality: just a set of triangles (vertices + faces)
Efficiently rendered by graphics hardware (three vertices on a plane)
Output of most 3D acquisition tools (3D scanners)
What are some methods of Surface Model Rendering
Scan Conversion (this unit)
Ray Tracing
Radiosity
Photon-mapping
What are the pros and cons of Scan Conversion (this unit) as a method of surface model rendering?
+ Fast
- Limited realism
What are the pros and cons of Ray Tracing
+ Realistic
- Slower
-/+ Leaves a glossy finish
What are the pros and cons of Radiosity
+ Models ambient light very well
- Slower
What is photon-mapping?
Modern method – combines ray-tracing and radiosity
What are voxels?
Voxels are “3D” pixels – cubes, not squares
- f(x,y,z) = some value, possibly a vector of values , (eg. rgb)
- Used for modelling, (3D) textures
- Volume rendering (or fit a surface)
What are particle models?
A bunch of “points”
- But the points be any shape
…flocks of birds (boids)
- Fireworks
- Can be used for quick ad-hoc rendering
What is Model acquisition?
The process of getting geometric models into a computer
… this can be done by sensors and scanning
What are the benefits of using meshes?
Easy to display
…e.g. looping over vertices for fast drawing
Easy to access (instant access to neighbours)
…given a triangle, what are the adjacent triangles?
…given an edge, which two triangles share it?
…given a vertex, which faces/edges share it?
Easy to edit (add/delete vertices, faces)
What is needed from a data structure for a mesh?
What we need from data structure:
Representation for faces, edge, vertex and their relationship
What is the Face-vertex data structure?
What are the pros and cons of a Face-edge-vertex data structure?
+ Store all relationships between faces, vertices and edges
+ Complete representation(everything easily accessible)
- But over-represents information(stores highly redundant information)
What is the graphics pipeline?
What are the details of stage 1 of the graphics pipeline?
Stage 1: Vertex processing
-Applies transformation from object space to clip (camera) space
- Input: vertex data(position, normal, colour etc.)
- Output: transformed vertices (homogeneous), colours etc.
- Pass along material and shading data (to fragment processing)
What are the details of stage 2 of the graphics pipeline?
Stage 2: Clipping and rasterisation
- Turns sets of vertices into primitives and fills them in
- Input: vertices in clip (camera) space, colours, etc.
- Output: set of fragments with interpolated data (3D positions, depth, normals etc.)
How can a vertex normal be obtained?
What are the details of stage 3 of the graphics pipeline?
Stage 3: Fragment processing
Compute final fragment colours and depth
- Depth often untouched
- Lots of texture mapping (see later)
- Final lighting computations (see later)
INPUT: fragments w/ interpolated data
OUTPUT: final colour and depth
Explain Lighting with flat shading, referencing the triangle normal
Shade using the real normal of the triangle
- Piecewise constant (flat) and faceted look
Explain Lighting – Gouraud shading, referencing the triangle normal
Compute shading at vertex position, using vertex normals
- Interpolate colours smoothly over the triangle