Lecture 7 (Surface Rendering and Shading) Flashcards

1
Q

What are the shading techniques? Elaborate on each.

A

Flat shading -> One colour per polygon (no interpolation)

Smooth shading (Gouraud and Phong) -> Gradient in polygons

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2
Q

What are the Smooth Shading techniques? Elaborate on each.

A

Gouraud and Phong.

  • Gouraud = Vertex shading
  • Phong = Pixel by pixel shading, slower but better for highlights
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3
Q

WTF is ‘Texture mapping’?

A

Maps a planar image (typically 2D) onto a 3D object.

- This adds visual detail

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4
Q

WTF is ‘Bump mapping’?

A

Generate rough surfaces, without increasing the number of polygons.

*** The surface does not change, but shading makes it look like it did

  • Can be used to add realism to textures
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5
Q

WTF is ‘Displacement mapping’?

A

Actually, changes the shape of object, unlike Bump Mapping which only changes the shading of the object

  • Displaces each point on the surface
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6
Q

What is the difference between Gouraud and Phong?

A

Gouraud will miss out on highlights in the middle of the polygon / vertex - as it only applies the lighting model at the vertices.

Gouraud applies an illumination model to each vertex to calculate the vertex intensity first; then interpolates the vertex intensities over the surface polygon.

Phong does the opposite.

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7
Q

What is the Shading Model?

A

Determines how to render the FACES OF POLYGONS in the scene, given the illumination

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8
Q

What is the Illumination Model?

A

Determines HOW LIGHT SOURCES INTERACT with object surfaces

- i.e. intensity of the light that is reflected at any given point on a surface

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9
Q

What are the difference Light Source Models?

A

Point source : All light rays originate at a point and radically diverge

Parallel source : Light rays are all parallel. It may be modelled as a point source at infinite distance (the sun)

Distributed source : All light rays originate at a finite area in space. It models a nearby source (lightbulb)

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10
Q

What is Flat Shading and why use it?

A

Entire polygon is the same colour

  • It is much faster and simpler to compute compared to smooth shading
  • Realistic in certain cases:
    • Polygon is small enough
    • Eye is very far away (Mach Band Effect is not noticeable)
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11
Q

What is Smooth Shading?

A

Colour changes within the polygon - lighting is computed at MULTIPLE points on each polygon (no Mach Band Effect)

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12
Q

What is Gouraud Shading?

A

VERTEX SHADING

  • Lighting calculated for each polygon vertex
  • Colours are interpolated for the interior pixels
  • Linear change from one vertex colour to another
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13
Q

What are the drawbacks of Gouraud Shading?

A

Doesn’t work well with polygon surfaces with high curvature

Assumes linear change across the polygon
- This is a problem because one part may have specular lighting

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14
Q

Describe the Gouraud Shading Algorithm.

A

1) Determine the normal at each polygon vertex = this is the average of the normals of adjacent faces
2) Apply an illumination model to each vertex to calculate the vertex intensity
3) Linearly interpolate the vertex intensities over the surface polygon

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15
Q

What is Phone Shading?

A

PIXEL BY PIXEL SHADING

Similar to Gouraud, except interpolates the surface normals. and do full shading calculation at EVERY PIXEL using these interpolated normals

*** Much slower than Gouraud shading, but does a much better job of handling highlights

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16
Q

Describe the Phong Shading Algorithm.

A

1) Determine the normal at each polygon vertex (average the normals of adjacent faces)
2) Linearly interpolate the vertex normals over the surface polygon
3) Apply the illumination model along each scan line to calculate intensity of each surface point

17
Q

What is Cell Shading?

A

A non-realistic shading technique aimed at making objects look like comic books.

Also known as Toon Shading.

18
Q

What are the two things to be aware of when using Texture Mapping?

A

1) A texture map may be SMALLER than the surface it is applied to
- If the texture gets replicated, the image may not look natural
- If you don’t replicate the texture, then the texture will not cover the whole surface
* ** Texture Synthesis can solve this

2) When applying the same textures across multiple objects, it may be necessary to CORRECTLY ALIGN them

19
Q

What is texture synthesis?

A

Used to deal with textures being too small for the surface they’re mapped onto

Generates synthetic textures of arbitrary size based on the characteristics of a sample input image