Interactive Computer Graphics

Interactive Computer Graphics - JMU Bachelor Informatik

Interactive Computer Graphics - JMU Bachelor Informatik


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Karten 272
Sprache English
Kategorie Informatik
Stufe Universität
Erstellt / Aktualisiert 27.07.2022 / 31.07.2022
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Which facts below about pinhole cameras are true?

Which of the steps below are related to clipping?

In which direction is the camera looking, using world coordinates, aka. being in the World Space?

Switching between the left and right handed Coordinate Systems can be done by multiplying the z component with -1. What is the effect, if you use this matrix instead:

1 0 0 0
0 -1 0 0
0 0 1 0
0 0 0 1

What happens to the center of projection when we set the near and far plane to the same geometry, i.e. same width and hight?

When is it efficiently possible to perform clipping in the world coordinate system when using perspective rendering?

Why is the perspective projection matrix not affine?

What is z fighting?

After a non linear transformation of the z value, objects near to the far plane suffer from a lag of bits to represent the difference between them.

Can z fighting occur in parallel / orthographic projection as well?

  •  

What happens to two objects relatively close to the camera if the distance of the far plane increases?

How can we add the lense distortion effect of barrel distortion?

Which of the following statements about the two image synthesize approaches are correct?

    In what order does object referencing happen in a Model-World Transformationi (Rasterization)?

    Light-Material Interactions (and hence determining color shades) is ...

      Visibility resolution ...

        Following structure could be a ...

        struct guess_me {
          int x, y;
          float depth;
          int r, g, b, a;
        }

        Let

        1. T: translation to origin of canonical view volume.
        2. S: scale to fit edges to edges of canonical cube.
        3. N: z-mapping to reflect depth ordering.

        What are correct assertions?

        What are correct assertions?

          What is the reason, one makes use of the Δt approach in real time computer graphics?

          In which of the cases below is it necessary/advisable to use key frames?

          Which order of operations does make sense for the use in interactive realtime computer graphics?

          In computer games Gizmos are defined locations of interest.
          They do not have a visual appearance to the player, but should be visible to the game designer.
          Using a scene graph node for the gizmo, how can we achieve the desired behavior?

          fₐ is a time-dependent animation function. What is a requirement for smooth kinematics?

          Why is the simulation time advanced by variable Δt 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 β?

          What is the Gimbal Lock?

          Why is the atan2 important to computer graphics?

          Which complex number is equal to ei(π/2)?

          What is the formula for spherical linear interpolation?

          What is the result of a spherical linear interpolation between quaternions q and r slerp(q, r, t) with parameter t = 0.

          What are the consequences of the frame time sequences of two processes with un-synced steps of variable duration?

           

            Which assertions are correct when it comes to value interpolation?

              What are correct assertions for animating Rotation R using a sole parameter t as depicted?

              a₁₁(t) a₁₂(t) a₁₃(t) 0
              a₂₁(t) a₂₂(t) a₂₃(t) 0
              a₃₁(t) a₃₂(t) a₃₃(t) 0
              0      0      0      1

              Consequences of parameterized Euler angles are?

                Consequences of parameterized Euler angles are?

                  Rotating a vector r by displacement (δ, n) is the same as ...

                    Observations of Animations are ...

                      Which calculation does this matrix represent?

                      1 0 0 a
                      0 1 0 b
                      0 0 1 c
                      0 0 0 1

                      What is the reason for the skinning artifacts?

                      What does it have to do with the blended matrix T := ∑ₓwᵢₓTₓ ?