Interaktive Computergrafik
VL Interaktive Computergrafik
VL Interaktive Computergrafik
Set of flashcards Details
Flashcards | 194 |
---|---|
Language | Deutsch |
Category | Computer Science |
Level | University |
Created / Updated | 24.04.2021 / 21.07.2021 |
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Assign the given tasks to the appropriate coordinate system, in which they are done best:
Object Coordinates
Assign the given tasks to the appropriate coordinate system, in which they are done best:
Camera Coordinates
How can one reduce the number of traversal steps required for the render visitor?
Which of the following are Shader Languages?
Which shader stages are programmable in the OpenGL Polygon Rendering Pipeline?
Which Shader Stages need to be implemented in a WebGL application?
Which tasks are necessary to compile a shader program?
glCreateProgram, glAttachShader, glAttachShader, glLinkProgramm, glUseProgramm
glCreateShader, glShaderSource, glCompileShader, glCreateShader, glShaderSource, glCompileShader
Flat, Gourand and Phong shading:
They differ in the moment, when they compute the surface normals for lighting. Which shader is defining the final normal to be used for lighting computation?
Flat shading: Vertex Shader
Gouraud shading: Vertex Shader
Phong shading: Tessellation Shader
Flat, Gourand, Phong shading:
Similar to the question before, which shader is the last one to have an influence on the color to be applied to the pixel later on?
Flat shading: vertex shader
Gouraud: Tessellation Shader
Phong: Fragment Shader
Which type of transformations are performed for changes of coordinate systems?
Which coordinate system transition is done in the projection stage of the rasterization pipeline?
Which input information does the primitive assembly stage need?
How do fragments and pixels compare to each other?
What is a Z-buffer?
Properties of Ray Tracing:
Properties of Rasterization
Which are Graphics APIs?
Which stages are missing in the rasterization pipeline?
vertex specification --> A --> B --> C --> Vertex Post-Processing --> Primitve Assembly --> Rasterization --> D --> Per-Sample Operations
A Vertex Shader, B Tesselation, C Geometry Shader, D Fragment Shader
What is tessellation?
Where is a frame buffer used in computer graphics?
Which stages of the rasterization pipeline can be omitted or are fundamentally different when switching to a ray tracing pipeline?
What is the Gimbal Lock?
fa is a time-dependent animation function. What is a requirement for smooth kinematics?
Why is the simulation time advanced by variable increments instead of fixed increments?
Check the correct statements regarding the local clock of an animation clip
Which is the correct formula for linear interpolation with parameter ß ?
Which complex number is equal to ei*pi/2?
What is the formula for spherical linear interpolation?
(sin(ø(1-t))/sinø)*q+ (sinøt/sinø)*r
Ø = theta
What is the result of a spherical linear interpolation between quaternions q and r slerp (q,r,t) with parameter t=0?
Which matrix represents the translation:
x x+a
y -->. y+b
z z+c
What is the reason for the skinning artifacts?
What does it have to do with the blended matrix T=\(\sum_yw_{i,j}T_j\)
Which method is more expressive, i.e., can produces more/richer expressions
Assume: You want to simulate the effects of strong winds on human faces. Which of the following assumptions hold true?