M6 - Introduction to 3D Flashcards

2 Lectures - Introduction to 3D & Intro to 3D Storage

1
Q

Rendering

A

Process of creating a 2D image from some type of data

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2
Q

With 2D the data is ______-based arrays of _________ colors.

A

pixel-based arrays of RGB colors

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3
Q

With 3D, the data is primarily in the form of 2 things:

A

Polygon data (shapes)
Vertex Data (points to make those shapes

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4
Q

What axis is added in 3D

A

The Z-axis

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5
Q

What is the Z-axis

A

forward-backward axis
(provides depth, move “into” the scene)

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6
Q

What kind of coordinate system do we use for 3D?

A

Cartesian coordinates, with the addition of the Z-axis

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7
Q

3D data has to be converted to _________ data

A

converted to PIXEL data

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8
Q

Everything in 3D is made of __________________.

A

Polygons

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9
Q

How many sides does a polygon need?

A

3

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10
Q

What is the visual building block of 3D?

A

Polygons

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11
Q

Does more polygons mean more detail?

A

Not always, a square can be formed with 200 polygons or 2, it will have the same quality

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12
Q

Generally speaking “less is more” when it comes to number of polygons (EXPLAIN)

A

You don’t want to use too many polygons because it is computing expensive. But you want to use enough to to accomplish a task. Especially when dealing with animation or deformation.

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13
Q

What are common side counts in polygons

A

3, 4, N (more than 4) typically avoided

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14
Q

Ultimately everything is drawn in _____________ in a process called _____________.

A

triangles
triangulation

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15
Q

Triangulation

A

Converting / Dividing into triangles

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16
Q

_________ may be the preferred “work in progress” format or structure

A

Quads

17
Q

____________ are the “ready to be used” format

A

Triangles

18
Q

The fundamental building block of 3D

A

Vertex

19
Q

What are polygons made of ?

A

Vertex data

20
Q

What does NOT ALL TRIANGULATION IS EQUAL mean?

A

Modern systems “auto triangulate” however these may result in undesired results. Thus manual triangulation is recommended.

21
Q

What is manual triangulation?

A

Deciding how the polygons will triangulate opposed to letting the system auto triangulate and get undesired results.

22
Q

Vertex are at a minimum a point. But what else could it contain?

A

position, color, normals, texture coordinates, etc

23
Q

Graphics primitives

A

triangles, lines, and points

24
Q

What is hardware optimize for?

A

Graphic primitives

25
Q

_________________ data is sent to the graphics hardware for rendering. ____________ are the output.

A

Vertex (point) data
Polygons (triangles)

26
Q

Convert 3D data into 2D data using __________________.

A

Projection

27
Q

Describe Projection

A

The process of converting 3D data into 2D data. There is an eye and items farther away from the eye(camera) appear to be closer together.

28
Q

Foreshortening

A

Items far from the eye(camera) appear closer together, and items closer to the camera move apart

29
Q

Rasterization

A

Convert 2D data into pixel colors.
Generating pixel colors from polygon

30
Q

Frame buffer (output)

A

The storage location of pixels, frame buffers are copied to the displayed device to update the image.

31
Q

Explain the process

A

Application - This is what the program does (bulk of code)
Geometry - Convert 3D data into 2D data using PROJECTION
Rasterization - Converts 2D data into pixel colors
Frame Buffer - Storage location of pixels to be displayed to update the image

32
Q

What is the camera (virtual eye)

A

The position from which we view a 3D scene (need at least 1)

33
Q

Camera moves left? The world really moves ___________.

A

right

34
Q

Camera moves forward? The world moves __________

A

back

35
Q

Camera position can be fixed, static things, or ______________ positioned

A

dynamically