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Homework 10 Problems
1. What has been the
primary motivation behind the development of the various "mapping" techniques?
The primary motivation is to enhance and image visually, create more visual
details, and make an image become as realistic looking as possible.
2. What is a "mipmap"?
Why is it used? How is a mipmap created?
Mipmapping is a prefiltering technique. Prefiltering techniques are approaches
where cost does not grow in proportion to mapped texture area. To create
a mipmap Williams uses many images all derived by averaging down the original
image to successively lower resolutions. Each image in the sequence is
at exactly half the resolution of the previous.
3. Compare "displacement" maps and "bump" maps?
How are they similar? How are they different?
Displacement maps are when the actual surface is displaced, instead of only
the surface normals This process must be carried out before visible surface
determination. Bump maps are a way to provide the appearance of modified
surface geometry that avoids explicit geometrical modeling. His approach
involves perturbing the surface normal before it is used in the illumination
model, just as slight roughness in a surface would perturb the surface normal.
They both take a 2d image and place it on a 3d object, the displacement map
is not really smooth though.
4. If a polygon with reflected color [.2, .4, .5] and uniform transmission
coefficient .5 is positioned in front of an opaque polygon with reflected
color [.3, .6, .4], what color will be seen by the virtual camera in the
area where these polygons overlap?
Ir = (1 - kt) I1 + kt I2
(The transmission coefficient kt is the transparency of polygon 1, and ranges
between 0 and 1)
I1 =[.2,.4,.5], I2 = [.3,.6,.4], kt = .5
Ir = (1 - 0.5) * 0.2 + (0.5 * 0.3) = 0.25
Ig = (1 - 0.5) * 0.4 + (0.5 * 0.6) = 0.5
Ib = (1 - 0.5) * 0.5 + (0.5 * 0.4) = 0.45
RGB = [0.25, 0.5, 0.45]
5. What is a "transparency" map? How is it different from a "texture" map?
How are they similar?
The transparency map tends to resemble the texture map closely, except
that it consists of differing shades of gray (including black and white).
The
transparency map determines where the texture map will be applied. Areas
in the map that are black will cause the corresponding region of the model
to become invisible (i.e. transparent); areas that are white will be opaque,
and areas that are gray will have varying degrees of transparency dependent
on the shade of gray.
6. What is a "dark-side" shadow?
Give an example?
There are 2 kinds of shadows, dark-side and cast. Dark-side shadows
are shadows that are created because the light is coming from the opposite
side of
the image and never reaches it. An example would be any building in the
morning. The west side of the building will have a dark-side shadow since
the sun rises in the east.
7. What is the general concept used in determining cast shadows?
To determine cast shadows, any point that cannot be seen by its
specific light source will be in shadow from this light.
8. Describe the depth or shadow-buffer based approach to cast shadows?
The algorithm is a two-step process. A scene is 'rendered' and
depth information stored into the shadow Z-buffer using the light source
as a viewpoint.
No intensities are calculated, rather it computes a 'depth image' from
the light source of these polygons that are visible to the light source.
The second step is to render the scene using a Z-buffer algorithm.
9. Describe environment maps. How are they used?
An environment maps is a reflection of an surrounding environment
into an object to make it appear to be in a certain environment. ie, a
window environment map reflected on a glass.
10. Why do cast shadows have "penumbras"? What factors determine
the extent of the penumbra?
The penumbra is an area that receives some light from the source.
A penumbra surrounds an umbra and there is always a gradual change in intensity
from
a penumbra to an umbra. The light sources’ size, shape, and distance
from the object determine the size of a penumbra.