Unit 5 - Chapter 16 Flashcards

1
Q

When was the world’s first minicomputer was launched?

A

In 1965, Digital Equipment Corp. (DEC) rolled out the PDP-8. Mini computer was a term coined to describe a computer system that was smaller and less expensive than the unwieldy mainframes of the 1950s and early 1960s.

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2
Q

Stop-motion animation

A

Stop motion is an animated filmmaking technique in which objects are physically manipulated in small increments between individually photographed frames so that they will appear to exhibit independent motion or change when the series of frames is played back.

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3
Q

What is frame? (CS)

A

a single photograph

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4
Q

Computer generated Imagery

A

Computer-generated imagery is the application of computer graphics to create or contribute to images in art, printed media, video games, simulators, computer animation and VFX in films, television programs, shorts, commercials, and videos

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5
Q

Photorealistic animation

A

extremely high-quality, lifelike images

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6
Q

What is the graphics pipeline

A

A sequence of operations that must be completed successfully to produce a realistic three-dimensional image.

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7
Q

object modelling

A

the creation of a mathematical or computational model of a three-dimensional object that can be stored in the computer’s memory and manipulated algorithmically.

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8
Q

tesselation

A

A tessellation or tiling of a flat surface is the covering of a plane using one or more geometric shapes, called tiles, with no overlaps and no gaps

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9
Q

vertex list

A

a table giving the coordinates of each vertex on the object’s surface and the identity of all other vertices to which this one is connected

Usually the data drawn in each frame (of an animation) is identical or very similar to the previous frame, so this overhead is unnecessarily repeated. A VertexList is a list of vertices and their attributes, stored in an efficient manner that’s suitable for direct upload to the video card.

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10
Q

rigid motion

A

Motion that does not bend or deform an object

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11
Q

Types of rigid motion

A

translation, rotation, and reflection

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12
Q

Translation (Rigid motion)

A

is the lateral ( up,down,right, left and in 3D,in,out) movement of every point in an object by the same amount and in the same direction

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13
Q

Rotation ( RIgid motion)

A

Is the circular movement of an object around a fixed point, or, in 3D, around a fixed axis, much as a merry-go-round horse revolves around the ride’s central mechanism.

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14
Q

Reflection ( Rigid motion)

A

produces a mirror image of an object such that every point in the reflected image is the same distance from the mirror as in the original object, but on the opposite side of the mirror.

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15
Q

Transformation matrix

A

Coordinates of every point can be represented as a vector: (x, y). A transformation matrix allows to alter the default coordinate system and map the original coordinates (x, y) to this new coordinate system: (x’, y’). Depending on how we alter the coordinate system we effectively rotate, scale, move (translate) or shear the object this way.

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16
Q

keyframing

A

a human animator only needs to produce the first frame, containing the starting location of the object; the last frame, containing the final location of the object; and the elapsed time, in this case one second. Using this information, a computer can automatically generate the 28 required intermediate frames, called in-between frames or, more simply, tweeners.

17
Q

Control point or animation variable

A

A point or axis used to control the motion of an object .

Also called Avar.

An avar or animation variable is a variable controlling the position of part of an animated object, such as a character. The character “Woody” in the Disney•Pixar film Toy Story uses 712 avars. Successive sets of avars control all movement of the character from frame to frame.

18
Q

Rendering

A

Taking an object stored as a mathematical model and converting it into a fully formed, visually pleasing three-dimensional image.

19
Q

The most common algorithm for carrying out rendering operations

A

ray tracing

20
Q

ray tracing

A

In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.

Ray tracing is a method of graphics rendering that simulates the physical behavior of light.

21
Q

A movie is a

A

static environment that is created once and shown as often as desired.

22
Q

a video game is

A

a highly interactive environment

23
Q

real-time graphics

A

a branch of computer graphics that studies methods for creating images at a rate matching that of the real world. Video faming is an excellent example of a real-time application.

24
Q

Graphic Proccessor Unit

A

an independent Von Neumann processor.

A graphics processing unit is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles.

25
Q

The operative principle in producing video game images is

A

If necessary, sacrifice image quality for speed of display

26
Q

culling

A

In computer graphics, back-face culling determines whether a polygon of a graphical object is visible. … The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw.

27
Q

cut-ins

A

fully modeled and fully rendered objects stored in a video library.

28
Q

Massively multiplayer online games ( MMOG)

A

These games allow a large number of players, often thousands or tens of thousands, to interact, form groups, and compete against one another within a simulated virtual world.

29
Q

The MMOG world in which the action takes place is created and managed by

A

special computers called game servers.

A game server is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to players. They also receive and process each player’s input.

30
Q

noncompetitive MMOG

A

sometimes called a metaverse, short for metauniverse.

A simulated virtual world, where the goal is not to destroy your opponent or get the highest score. Instead, the purpose of entering this metaverse is simply to explore the virtual world, interact with other people in the world ( often called “ residents”), form communities of residents with similar interests, and create new economic entities that have (virtual)value.