Ray Tracing Flashcards

1
Q

What is the process of quantization?

A

Reducing the colours down of the original object to just the ones that you’ve got available.

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2
Q

How could you store a 2D pixel in an array?

A

image[rows][cols][channels]
(channels = 3 for RGB)

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3
Q

What is the equation for all points on a 3D line?

A

p = o + dt

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4
Q

What do the values in the equation p = o + dt stand for?

A

p is the point(s) along the line
o is the origin of the line (3D point)
d is the direction (3D vector) of the line
t is a scalar from minus infinity to infinity

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5
Q

What is the equation for a 3D sphere?

A

(p - c_s)^2 = r^2

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6
Q

What do the values in the equation for a 3D sphere stand for?

A

c_s is the origin of the sphere (3D point)
p is any point on the sphere surface (3D point)
r is a scalar, radius of the sphere

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7
Q

What happens if the discriminant b^2 - 4ac is negative?

A

There are no solutions (ray missies sphere)

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8
Q

What happens if the discriminant is positive?

A

There are two solutions and we should take the smallest positive t as it’s the closest point on the sphere being hit.

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9
Q

What is ray tracing?

A

A method for producing realistic images from 3D models.

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10
Q

What does anti-aliased images do in terms of rays?

A

Multiple rays are generated at each pixel and their colours averaged.

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11
Q

What is perspective projection in ray tracing?

A

A ray originates at the centre of projection in the direction of the pixel centre and is intersected against the detailed scene geometry to find the intersection point.

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12
Q

What is orthographic projection?

A

Ray originates at each pixel centre in the direction of the view plane normal.

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13
Q

Define view reference point (VRP):

A

A 3D coordinate defining the position of the centre of the image plane.

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14
Q

Define view up vector (VUV):

A

a 3D vector defining the up direction (y-axis) of the camera in a world space.

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15
Q

Define Look at:

A

a 3D point defining where exactly the camera is pointing.

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16
Q

Define view plane normal (VPN):

A

a 3D vector defining the direction the camera looks in world space (z-axis).

17
Q

If the Look at is defined, what is the equation to calculate the VPN?

A

VPN = LookAt - VRP

18
Q

Define view right vector (VRC):

A

a 3D vector defining the direction the right (x-axis) of the camera in world space.

19
Q

What is the equation calculating the VRV?

A

VRV = VPN x VUV

20
Q

What is the equation calculating the VUV?

A

VUV = VRV x VPN

21
Q

Define surface normal:

A

The surface normal at a point is the vector perpendicular to the plane that is tangential to the surface at that point.