IVR Chapter 5 Rendering

Questions about the lecture 'Introduction to Virtual Reality' of the RWTH Aachen Chapter 5 Rendering

Questions about the lecture 'Introduction to Virtual Reality' of the RWTH Aachen Chapter 5 Rendering


R. B.
This flashcard set covers advanced rendering techniques at the university level, focusing on algorithms, shading models, and texture mapping. It delves into topics like the Phong model, scan conversion, and hidden surface removal, exploring how to enhance realism in virtual scenes. Ideal for computer science students or professionals, this set provides a comprehensive overview of rendering processes and their applications in creating visually accurate and immersive digital environments.
Karten
46
Lernende
1
Sprache
Englisch
Kategorie
Informatik
Stufe
Universität
Erstellt / Aktualisiert
03.02.2017 / 10.02.2017

Lernkarten

What has to be considered for HDM regarding stereo and motion parallax? [2]

1. Real and virtual left right screens

2. Larger virtual screens at longer distance for porper focus

What has to be considered for ego-centric perspective regarding stereo and motion parallax? [2]

1. Projection coupled to user’s viewpoint

2. Requires real-time head tracking without latency // motion sickness

What are the equations for shearing to symmetric view volume regarding stereo and motion parallax?

P = SH_xy(-Ex/Ez,-Ey/Ez) = 4x4 diag with P_31 -Ex/Ez and P_32 -Ey/Ez

How does S-mapping works?

T(u,v) → T’(xi,yi,zi)

Explain the vectors L, N, R and V of the Phong model?

[phong.rendering, 4]

1. L is the incoming light vector

2. N is the vector orthogonal to the screen

3. R is the reflected vector caused by L

4. V is the vector to viewer from reflection point

What can happen calculating L*N or R*V?

[phong.rendering, 2]

1. Dot product might be negative, assuming all light gets reflected away

2. Clamp result to [0,1] first