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CGA-Vorlesung

Semra Müller Alemán 74 fichas

CGA-Vorlesung

Fichas del conjunto (74)

  1. 1What do you mean by "rendering the pipeline"Sequences of step in OpenGL to render objects
  2. 2What do you mean by "transformation"?to position objects,
    to shape objects,
    to change viewing positions
  3. 3What do you mean by "light and material"light: from which point will the object be illuminated
    material: the object is made of which material
  4. 4What do you mean by "texture"how the surface looks like
  5. 5What do you mean by "ray-tracing"?is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects.
  6. 6What is the world largest conference for Computer Graphics?ACM Siggraph Conference
  7. 7What is a primitive (graphic elements)?-Vertices (corner of a polygon)
    -Edges
    -Faces
    -Orientation
  8. 8How does a vector look like?How does a vector look like?
  9. 9how do you calculate the length of a vector?how do you calculate the length of a vector?
  10. 10What is cos a?What is cos a?
  11. 11What is sin a?What is sin a?
  12. 12what is tan a?what is tan a?
  13. 13How do you calculate the Dot product? (Sklarprodukt)How do you calculate the Dot product? (Sklarprodukt)
  14. 14Is there a connection between the dot product and the normalized vector?YES
    dot product is the orthogonal projection onto a normalized vector
  15. 15When is the dot product > 0?vectors point in same direction (angle <90°)
  16. 16When is the dot product < 0?vector point in opposite directions (angle > 90°)
  17. 17how do you calculate the cross product?how do you calculate the cross product?
  18. 18What is the different between C and C->?C is a point
    C-> is a Vector i.e a direction
  19. 19How does the unit circle look like?How does the unit circle look like?
  20. 20If there is only one vector given and there is asked for 2 unknown vectors in addition? How can you solve this problem?1. Given vector * any other vector = new vector
    2. Given vector * new vector = first unknown vector
    3. given vector * first unknown vector = second unknown vector
  21. 21How does a left-handed coordinate system look like?How does a left-handed coordinate system look like?
  22. 22How does a right-handed coordinate system look like?How does a right-handed coordinate system look like?
  23. 23What is the orthonormal basis?- all vectors are orthogonal to each other
    - length of each vector is 1
    -Cartesian /Euclidian coordinate system
    What is the orthonormal basis?
  24. 24What is a basis?axis in the coordinate system
  25. 25How du you define "rasterization"?Mapping of a vectorial scene description to a raster image (e.g for display on screen)
  26. 26What are the steps of a rasterization?1. Scene description
    2. Rasterization algorithm
    3. Raster image
  27. 27What is scene description?to find a suitable mathematical description of you scene
  28. 28What is a primitive? Of what does a primitive consist?Vertices
    Edges
    Faces
    Orientation
    Normal
    What is a primitive? Of what does a primitive consist?
  29. 29What can you do with Object in the World Space?Translation (=Verschiebung)
    Rotation
    Scaling
  30. 30What is translation?What is translation?
  31. 31What is a rotation?What is a rotation?
  32. 32What is scaling?What is scaling?
  33. 33Is it allowed to do more than one transformation at a single vertex (=Eckpunkt)?YES, can be concatenated
  34. 34Is the origin of the coordinate system relevant for the final image?No, the image is the same
  35. 35What are the rules for the intercept theorem (Strahlensatz)?What are the rules for the intercept theorem (Strahlensatz)?
  36. 36How to mapping to screen coordinates?How to mapping to screen coordinates?How to mapping to screen coordinates?
  37. 37For what is the z-Buffer good?in order to know which triangle is in front and which one behind
  38. 38Who founded Open GL? And when?1992
    Mark Segal and Kurt Akeley
  39. 39For what do we use Open GL?rendering 3D objects
  40. 40How do the OpenGL Rendering Pipeline look like?How do the OpenGL Rendering Pipeline look like?
  41. 41—-CPU
    -Application program
    -Send primitives to GPU
    -evoke primitives already on GPU, i.e start rendering call
    -CPU -Application program -Send primitives to GPU -evoke primitives already on GPU, i.e start rendering call
  42. 42-Model transformation
    * Object space to world space
    * "Move objects"
    -View transformation
    *World space to camera space
    *Camera at origin looking along negative z-Axis
    
  43. 43—-Projection
    *Camera space to normalized device space
    *parallel or perspective projection
    -Projection *Camera space to normalized device space *parallel or perspective projection
  44. 44—-Geometry Shader
    *creates new geometry
    *tesselation (=Mosaik)
    *layered rendering
    *saves bandwidth from CPU to GPU by creating geometry on the GPU on-the-fly
    -Geometry Shader *creates new geometry *tesselation (=Mosaik) *layered rendering *saves bandwidth from CPU to GPU by creating geometry on...
  45. 45—-Clippinng
    *Remove all primitive outside the viewing volume
    *clip all primtives to normalized device space
    -Clippinng *Remove all primitive outside the viewing volume *clip all primtives to normalized device space
  46. 46—-Screen Mapping
    *Map primitives to screen/pixel coordinates
    -Screen Mapping *Map primitives to screen/pixel coordinates
  47. 47—Triangle Setup
    -precomputation stage for drawing the triangles on screen
    - e.g differentials and other date for the triangle's surface
    -fixed-functionally in hardware
    Triangle Setup -precomputation stage for drawing the triangles on screen - e.g differentials and other date for the triangle's surface -f...
  48. 48—Scan Conversion
    - generates a fragment for each part covered by a triangle
    - data is interpolated among the three triangle's vertices, e.g color, depth, ..
    -fixed functionally in hardware
    Scan Conversion - generates a fragment for each part covered by a triangle - data is interpolated among the three triangle's vertices, e....
  49. 49—Fragment Shading
    -takes interpolated data
    -creates output color
    -fully programmable
    Fragment Shading -takes interpolated data -creates output color -fully programmable
  50. 50—Merging
    - combines output of fragment shading with current color buffer (aka. frame buffer)
    -opacity (alpha test)
    -resolves visibility (depth buffer)
    -raster operations (stencil buffer)
    *only configurable
    Merging - combines output of fragment shading with current color buffer (aka. frame buffer) -opacity (alpha test) -resolves visibility (d...
  51. 51What are the two main components of Open GL?Vertex Buffer Object (VBO)
    Vertex Array Objects (VAO)
  52. 52What is VBO?Memory buffer storing the data needed for rendering on the GPU
  53. 53What is VAO?Description of HOW vertex attributes are stored n a vertex buffer object
    -number of coordinates per vertex
    -are they floats, ints, double??
  54. 54Is the memory of CPU and GPU separate or not?YES, it is
  55. 55How do you move a triangle in 3D? (maths)How do you move a triangle in 3D? (maths)
  56. 56How do you scale a 2D-object? (maths)How do you scale a 2D-object? (maths)
  57. 57How do you rotate a 2D-Object around the origin? (maths)How do you rotate a 2D-Object around the origin? (maths)
  58. 58how to rotate around the midpoint? (maths)1. Translate midpoint to origin
    2. Rotate by a
    3. Translate back
  59. 59Post-Multiplication (standard)p' = A * p
  60. 60Pre- MultiplicationPre- Multiplication
  61. 61Associative law ok?YES
  62. 62Commutative law ok?no
  63. 63how do you do a positive rotation of a 3D object?how do you do a positive rotation of a 3D object?
  64. 64how do you do a negative rotation of a 3D object?how do you do a negative rotation of a 3D object?
  65. 65how do the matrix looks like when you rotate around the x axes?how do the matrix looks like when you rotate around the x axes?
  66. 66how do the matrix looks like when you rotate around the y axis?how do the matrix looks like when you rotate around the y axis?
  67. 67how do the matrix looks like when you rotate around the z -axis?how do the matrix looks like when you rotate around the z -axis?
  68. 68Can you to a 3d translation with a 3x3 matrix?NO
  69. 69What are the homogeneous coordinates?w can be any number, except of 0What are the homogeneous coordinates?
  70. 70Translation of a pointTranslation of a point
  71. 71Translation of a VectorTranslation of a Vector
  72. 72How to do a translation in Java?Matrix4f translate (Vector3f t);
  73. 73How to scale in java?Matrix4f scale (Vector3f s);
  74. 74how to rotate in java?Matrix4f rotate (float angleInRadians, Vector3f r);

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Fichas sobre CGA-Vorlesung, creado por Semra Müller el 09/10/2015.
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Semra Müller
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