Summary: Computer Graphics

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  • Lecture 01 - Introduction to Computer Graphics

    This is a preview. There are 2 more flashcards available for chapter 24/04/2018
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  • What is the basic structure of the course? (5 elements)

    • Basics
    • Graphics Pipeline
    • Materials
    • Shadows
    • Project
  • What are the three stages of Computer Graphics?

    1. Modelling -> About making content
    2. Animation -> About making movement
    3. Rendering  -> About making images
  • How does a virtual camera produce an image?

    First take a pixel of the screen that you want to compute.
    Then compute a ray from that pixel through the camera center.
    Intersect this ray with the actual scene (take closest intersection).
  • What is the standard equation that needs to be solved to calculate the ray coming from the camera, intersecting with a triangle?

    
  • What is the pseudocode ray tracing code?

    For each pixel
       Distance=MAX
       Color=0
       Ray=computeRay(pixel)
       For each triangle
          (CurrColor(CurrDistance)=computerIntersection(Ray)
          If(CurrDistance<Distance)
             Distance=CurrDistance
             Color=CurrColor
  • What is the stupid performance of ray tracing? And the smart?

    stupidCost = Pixels * Triangles
    smartCost = Pixels * log(Triangles) + building a structure 

    log because of tree structure
  • What is done with the camera plane in rasterization?

    The camera plane is moved from back of the camera to the front of the camera so from (Real world analogy: Moving the sensor in front of the lens in a camera -> can be done mathematically). This also means that images are no longer upside down. No rotations is needed.
     
    The first image shows previous situation,as is with ray tracing. The second images shows the new situation with rasterization.
  • What is meant with projection in the first stages of rasterization

    The image is projected/transformed from the scene onto the screen.
  • Why is rasterization so fast? What is the caveat resulting from this?

    Because each rendering can be done individually, each triangle is calculated independently.

    Each rendered item is shown on the screen in-order, the depth is not taken into account. If depth is added and the nearest triangle is shown, then the images will be shown properly. SORTING IS TOO SLOW
  • What is the cost of rasterization?

    Cost = Triangles + "drawn pixels"
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