Realtime CG at TU München | Flashcards & Summaries

# Lernmaterialien für Realtime CG an der TU München

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Modelling can be separated in what 2 parts ?

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• 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
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What is a polygon/what does it consist ?

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• 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
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What is triangulation ?

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

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What does: polygons are "stitched" together mean ?

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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

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What is the geometry ?

What is the Topology ?

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

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What is Procedural modelling ?

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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

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

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What does Shading tell us ?

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What the color of a point on a triangle is.

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

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– 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

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Rendering

What does reflected light depend on ?

What does the received light depend on ?

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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

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

What do surface points lie in ?

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• 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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How are geometric game objects typically created?

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via so called geometric modelling tools like Blender

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Q:

Modelling can be separated in what 2 parts ?

A:
• 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
Q:

What is a polygon/what does it consist ?

A:
• 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
Q:

What is triangulation ?

A:

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

Q:

What does: polygons are "stitched" together mean ?

A:

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

Q:

What is the geometry ?

What is the Topology ?

A:

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

Q:

What is Procedural modelling ?

A:

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

Q:

A:

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

Q:

What does Shading tell us ?

A:

What the color of a point on a triangle is.

Q:

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

A:

– 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

Q:

Rendering

What does reflected light depend on ?

What does the received light depend on ?

A:

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

Q:

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

What do surface points lie in ?

A:

• 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

Q:

How are geometric game objects typically created?

A:

via so called geometric modelling tools like Blender

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