lecture 15 Flashcards

1
Q

a primitive in visual rendering is formed by what

A

one or more vertices

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2
Q

vertices are not

A

grid aligned

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3
Q

all primitives are merged to produce what

A

2d pixels on the display

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4
Q

what two things does the rendering process user

A

visibility problem and shading combined

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5
Q

what two things are involved with the visibility problem

A

recasting and rasterization

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6
Q

what is raytracing

A

image order rendering: loops over pixels, then over triangles (grid in front of the triangle that a ray angles to/ doesnt scale , needs very fast rendering),

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7
Q

different shading models (2)

A

lambert and blinnphong

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8
Q

what is rasterization

A

object order rendering: loops over triangles and then over pixels, asks if the pixels lies in the triangle (it projects vertices onto grid and thenloops over the pixels

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9
Q

painters algorithm

A

inefficient for large numbers of objects (object, foreground, trees, image by image rather than which is in a pixle)

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10
Q

zbuffer

A

looks at two different objects, in the zbuffer depth buffer and in a 3d scene evaluates which objects are in front and then for the projection plane, only renders what is seen from front

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11
Q

texture mapping

A

render traingles, then base color, then individually pixelate?

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12
Q

bump mappping

A

alters the surface normal, takes a ball and places a texture on top of it to create an orange like texture

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13
Q

aliasing

A

not a huge problem fro mdoern displays ~>300ppi, but it is for vr because eyes are so close to the screen

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14
Q

counteract aliasing

A

hardware line then prefiltering box then prefiltering gaussian which blurs the edges

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15
Q

mipmapping

A

takes a texture and renders it at different sizes and places them at different depths to give illusion

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16
Q

3 types of culling

A

view frustrum, occlusion, back face

17
Q

view frustrum culling

A

see images in periphery

18
Q

occlusion culling

A

they are behind the images in front

19
Q

back face

A

they only have one side rendered, point away, can also be front face and point towards

20
Q

3 vr rasterization probems

A

aliasing problem because vr displays dont have high pixel density and provide mistmatch movement, magnified by setero perception, stereovision makes texutre mapping look fake

21
Q

correct distortions

A

barrel/pincushion distortion, correct using fresnel lens because more accuratley bends lights

22
Q

latency diagram with 6 steps

A

input, usb, engine, write display, pixel switching, new images

23
Q

high latency causes what 3 problesm

A

reduce presence, cause vr sickness, inefficient interaction

24
Q

6 remedies for high latency

A

lower complextiy, improve rendering pipeline performance, remove pipleine delays, user prediction to estimate future viewpoints, shift/disort rendered image to compesnate for missig frames, faster phones, image warping

25
Q

video and photo on vr is a form of what

A

texture mapping

26
Q

what are the mispmatch framerates with projection

A

24 fps versus 60-90

27
Q

panoramic phtoo is called what

A

photospehre

28
Q

panoramic video is called what

A

videosphere