Interactive Computer Graphics

Interactive Computer Graphics - JMU Bachelor Informatik

Interactive Computer Graphics - JMU Bachelor Informatik


R. H.
This flashcard set delves into advanced university-level concepts in interactive computer graphics, focusing on topics like rasterization, texture mapping, and lighting. It covers essential techniques such as shader programming, bump mapping, and skinning weights, which are crucial for creating realistic and dynamic visual effects. The flashcards are designed for students and professionals in computer science who need to understand the intricate details of graphics pipelines and transformations. By exploring these concepts, users can enhance their skills in developing sophisticated graphical applications and animations.
Cartes-fiches
272
Utilisateurs
2
Langue
Anglais
Catégorie
Informatique
Niveau
Université
Créé / Mis à jour
27.07.2022 / 31.07.2022

Flashcards

Blendshapes or Delta-Blendshapes, Which method is more expressive, i.e., can produces more/richer expressions?

You want to simulate the effects of strong winds on human faces.

Which of the following assumptions hold true?

What are correct statements about skinning weights (bone weights, joint weights)?

    What are correct statements about skinning weights (bone weights, joint weights)?

    Which facts are correct for inverse kinematics (IK)?

    Leave the ones that are correct for forward kinematics (FK) unchecked.

     

    Which coordinate system transition is done in the model-view transformation stage of the rasterization pipeline?

    Which coordinate system transition is done in the rasterization and interpolation stage of the rasterization pipeline?

    How is the FoV (Field of View) β of a pinhole camera of height h and depth d calculated?

    What is a projection?

    A transformation which maps from a higher to a lower dimensional space (e.g., 3D to 2D).

    How is Slerp (Spherical Linear Interpolation) s(q, r, t) defined?

    What is blending?

    the combination of lighting and texture

    Bump Mapping: What's Normal Mapping?

    Bump Mapping: What's Parallax Mapping?

    Bump Mapping: What's Parallax Occlusion Mapping?

    Bump Mapping: What's Relief Mapping?

    Bump Mapping: What's Displacement Mapping?

     

    How are texture coordinates u = (u, v) interpolated by barycentric coordinates?

    What are options to define texture coordinates for each vertex?

    What are options to define texture coordinates for each vertex?

    Which operation/s translate/s the object space location into parameter space coordinates in the Texture Pipeline?

    Which operation/s translate/s the parameter space coordinates into the texture space location in the Texture Pipeline?

    Which operation/s translate/s the texture space location into a texture value in the Texture Pipeline?

    Which operation/s transform/s the texture value in the Texture Pipeline?

    What are input or putput of the projector function in the Texture Pipeline?

    What are input or putput of the corresponder function(s) in the Texture Pipeline?

    What are input or putput of the obtain value operation in the Texture Pipeline?

    What are input or putput of the value transform function in the Texture Pipeline?

    What are examples of the corresponder function in the Texture Pipeline?

    What are examples for Out-of-Range Corresponder Functions?

     

    What is a common example or true about the value transform function in the Texture Pipeline?

    Was ergibt die bilineare Interpolation der Koordinate (81.8, 74.6), wenn folgende Pixelfarben der Textur gegeben sind?

    • (81, 74): RGB(1.0, 0.0, 0.0)
    • (82, 74): RGB(0.0, 1.0, 0.0)
    • (81, 75): RGB(0.0, 0.0, 1.0)
    • (82, 75): RGB(0.5, 0.5, 0.5)

    Which of these formats primarily use raster graphics?

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