Interactive Computer Graphics
Interactive Computer Graphics - JMU Bachelor Informatik
Interactive Computer Graphics - JMU Bachelor Informatik
Set of flashcards Details
Flashcards | 272 |
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Language | English |
Category | Computer Science |
Level | University |
Created / Updated | 27.07.2022 / 31.07.2022 |
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Why are we using matrices in a scene graph?
How is a scene graph normally traversed?
What data structure is used for iterative scene graph traversal?
Which parts of the scene are part of the scene graph?
Why do we use a directed acyclic graph rather than a list as representation of the scene?
Which tasks are done best in the world coordinate system?
Which tasks are done best in the object coordinate system?
Which tasks are done best in the camera coordinate system?
How can one reduce the number of traversal steps required for the render visitor?
Which technology uses Forward Rendering?
Which technology uses Backward Rendering?
Which technology requires ray intersections?
In which technology is exploiting coherence difficult?
In which technology is exploiting coherence easy?
Which technology operates mainly in the object space?
Which technology operates in the object and screen space?
Which technology requires object projections?
Which technology follows rays from 2D to 3D?
Which technology projects objects from 3D to 2D?
Which are Graphics APIs?
Which are Graphics APIs?
What are the 9 stages of the rasterization pipeline?
- Vertex Specification
- Vertex Shader
- Tessellation
- Geometry Shader
- Vertex Post-Processing
- Primitive Assembly
- Rasterization
- Fragment Shader
- Per-Sample Operations
What is tessellation?
Where is a frame buffer used in computer graphics?
Which stages of the rasterization pipeline remain almost the same when switching to a ray tracing pipeline?
Which stages of the rasterization pipeline remain almost the same when switching to a ray tracing pipeline?
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?
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 shader defines the final normal to be used for lighting computation in Flat Shading?
Which shader defines the final normal to be used for lighting computation in Gouraud Shading?
Which shader defines the final normal to be used for lighting computation in Phong Shading?
Which shader is the last one to have an influence on the color to be applied to the pixel later on in Flat Shading?
Which shader is the last one to have an influence on the color to be applied to the pixel later on in Gouraud Shading?
Which shader is the last one to have an influence on the color to be applied to the pixel later on in Phong Shading?