Realtime CG at TU München

Flashcards and summaries for Realtime CG at the TU München

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Study with flashcards and summaries for the course Realtime CG at the TU München

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

How are geometric game objects typically created?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

Modelling can be separated in what 2 parts ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What is a polygon/what does it consist ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What is triangulation ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What does: polygons are "stitched" together mean ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What is the geometry ?

What is the Topology ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What is Procedural modelling ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What is shading ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What does Shading tell us ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What needs to be specified to lit (illuminate) a model?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

Rendering 

What does reflected light depend on ?

What does the received light depend on ?

Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

What do we need to compute the illumination at a point ?

What do surface points lie in ?

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Exemplary flashcards for Realtime CG at the TU München on StudySmarter:

Realtime CG

How are geometric game objects typically created?

via so called geometric modelling tools like Blender

Realtime CG

Modelling can be separated in what 2 parts ?

  • Shape modelling: place geometric primitives such that
    they represent the shape of your model well
  • Appearance modelling: assign material properties like
    color, reflection properties, textures* etc. to the object

Realtime CG

What is a polygon/what does it consist ?

  • It consists of points, typically in 3D-space ℝ3 -> A point is represented by its x/y/z-coordinates; it is called a vertex
  • Points are connected via edges
    • Line segments are specified in terms of the vertices at their endpoints
  • A polygon is the interior of a closed planar connected series of linesegments
    • The edges do not cross each other and exactly two edges meet at every vertex

Realtime CG

What is triangulation ?

Constructing the connectivity (edges) for a given set of points is called triangulation

Realtime CG

What does: polygons are "stitched" together mean ?

Polygons are “stitched” together, i.e., each edge is shared by exactly 2 polygons (if not a boundary edge), and every vertex can be shared by multiple polygons

Realtime CG

What is the geometry ?

What is the Topology ?

– Geometry: where are the vertices located in 3D space
– Topology: how are the vertices/polygons connected

Realtime CG

What is Procedural modelling ?

Procedural modeling is an umbrella term for
a number of techniques in computer graphics to –
automatically – create 3D models and textures from
sets of rules

Realtime CG

What is shading ?

Shading: to make a triangle look solid the renderer has
to shade (give color to) the points on the triangle

Realtime CG

What does Shading tell us ?

What the color of a point on a triangle is.

Realtime CG

What needs to be specified to lit (illuminate) a model?

– Light source properties (at which point in space is the light source located; into which direction does it illuminate; color of the light...)
– Appearance properties like reflection, absorption

Realtime CG

Rendering 

What does reflected light depend on ?

What does the received light depend on ?

First, we need to know how much light is received at a
surface point
, because the reflected light (which is what
we actually see) depends on this
– The received light depends on the orientation of the surface to the light source

Realtime CG

What do we need to compute the illumination at a point ?

What do surface points lie in ?

• To compute the illumination at a point we need the
surface „orientation“ at this point
      – Surface points lie in a tangent plane, i.e. the plane    touching the point and containing all the tangent vectors (at the point) of curves on the surface that pass through the point

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