Lecture 15/16 Lighting/Texture Flashcards

1
Q

What does pixel colour depend on?

A

What angle is the ray hitting the geometry?
Where are the light sources?
How strong are the light sources?
What materials are used for primitives?

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2
Q

What does a pure diffuse (“Lambertian”) source do?

A

A pure diffuse (“Lambertian”) surface scatters light equally in all directions

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3
Q

What does a pure mirror source do?

A

A pure mirror reflects light along a line symmetrical about the surface normal

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4
Q

Visualise the Lambertian, Phong model and ambient light ray diagrams

A
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5
Q

What is the most popular lighting model?

A

The Phong lighting model is the most popular lighting model (also used by OpenGL)

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6
Q

How does the Phong lighting model work?

A

Based on the light behavior in the real world (but approximation)
- AMBIENT: Ambient term accounts for light scattered equally about entire scene
- DIFFUSE: Dull surfaces have large highlights that fall off more gradually (diffuse)
- SPECULAR: Shiny surfaces have small, intense specular highlights

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7
Q

How does the viewer perceive Diffuse/Lambertian reflection in different positions?

A

Light is reflected equally in all directions
- the diffuse reflection does not depend on the viewer position

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8
Q

The amount of light on a unit surface depends on what?

A
  • Light from a single source is reflected equally in all directions
  • But: amount of light reaching unit surface area depends on the cosine of the angle between the light and the surface (Lambert’s Law)
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9
Q

What is the diffuse term in the lighting model? (Diffuse/Lambertian reflection)

A

Do this 3 times, for
red, green, and blue.

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10
Q

What does the intensity of the specular highlight depend on?

A

The intensity of the specular highlight depends on theproximity of the viewing ray to the reflected ray

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11
Q

What is the Specular term in lighting model (Specular reflection: Phong shading)

A

Do this 3 times, for
red, green, and blue.

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12
Q

What happens when diffuse and specular are combined?

A
  • Diffuse term leads to dull surface
  • Specular term leads to shiny surface
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13
Q

What does alpha control in the Phong lighting model?

A

Shininess effect

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14
Q

What are the consequences of increasing shininess in the Phong lighting model?

A
  • By increasing shininess, the highlight is getting smaller and sharper
  • The material thus appears like shinier plastic
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15
Q

How does light scatter in the real world?

A

Ambient Lighting: Indirect reflections
In the real world, light scatters from object to object

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16
Q

How does the Phong lighting model imitate real world lighting?

A

Phong lighting adds constant light to fake this ambient lighting

17
Q

What is the Phong lighting model made up of?

A

Ambient term creates constant illumination for the entire model

Phong = diffuse + specular + ambient

18
Q

What is the Standard lighting model?

A
19
Q

What is the multi-light Standard lighting model?

A
20
Q

What is the multi-light Standard lighting model? (Vector model)

A
21
Q

Summary of standard lighting

A
22
Q

Comparison of flat, Gouraud and Phong shading

A
23
Q

What are the Bidirectional reflectance distribution functions (BRDFs)?

A
24
Q

What is Ray tracing / path tracing?

A

Physically accurate light simulation:
- reflections
- refractions
- soft shadows
- motion blur
- but no caustics or diffuse inter reflections

But … it is very expensive to compute

25
Q

What are subsurface effects?

A

Many objects are slightly translucent, such as human skin

26
Q

What is the limitation of ray tracing?

A

Ray tracing misses indirect lighting
… “backward” ray tracing is one solution.

… also Ray tracing misses ambient light

27
Q

What are the limitations of Ray tracing

A

Ray tracing misses ambient light

… Also Ray tracing misses indirect lighting

28
Q

How can a brick wall be drawn?

A
29
Q

How does texture mapping work?

A

Texture = image applied to a surface
- Normally 2D, but can also be 1D or 3D
- Require correspondence between pointson surface and in texture

30
Q

How can texture be mapped onto a spherical shape?

A
31
Q

What are the two approaches of texture mapping?

A
32
Q

What are the texture map types?

A

Photos, drawings, or any image
Procedural

33
Q

What is bump mapping?

A

Perturb the surface normal
(not the surface colour)

Surface remains flat,
Even though it looks bumpy!

34
Q

Represent bump mapping with a formula?

A

Generate the illusion of fine-scale geometry by perturbing the surface normal using a texture

35
Q

What is displacement mapping?

A

Perturb the surface height
(not the surface colour)

Surface IS bumpy!

36
Q

Represent displacement mapping with a formula?

A

Perturb the surface in the direction of the surface normal

37
Q

How does backward mapping work?

A

Surround scene with a sphere
Render scene onto sphere
Colour surface by reflection from the texture

38
Q

How does a minimap work?

A

A mipmap consists of a complete set of downsampled images for a given texture

store images of half resolution from the previous level (factor of 2)

39
Q

How much storage is required for minimaps?

A

Automatically determine which level of texture to use
- Based on the object’s size on the screen when rendered

Avoids aliasing and saves computation time during renderingat the cost of having to use extra space for the texture