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Homework 9 Problems
1. What is the
'Z-buffer' algorithm? How is it different from the 'painters' visible
surface algorithm?
The Z-buffer is for both depth and color. The color value and depth
value of each pixel is compared to each surface. If the values change,
the image
is update. This allows for infinite image complexity. No explicit sorting
is required, unlike the visible surface algorithm that’s based on sorting.
2. How is 'diffuse' lighting different from 'ambient' lighting? What factors
determine 'diffuse' lighting?
Diffuse lighting is reflected lighting. Diffuse lighting can be determined
by the relative angle of the light with the object, as opposed to the viewer’s
location. Ambient light is determined by the sum of all the diffuse reflection
from all surfaces around an object.
3. How is 'specular' lighting different from ' diffuse' lighting? What factors
determine 'specular' lighting?
Both specular lighting and diffuse lighting include the angle between
the surface normal and the light vector. Specular lighting also depends on
the
viewer’s position relative to the lit surface. In other words, surfaces
that have secular lighting have a reflective surface. The color of specular
light is highly dependent on the color of the light source, whereas diffuse
light's color is more dependent on the color of the surface, but also dependent
on the diffuse light source's color.
4. Most visible surface algorithms are applied after a perspective transformation
and perspective division
are applied. Why?
The transformation and division are applied first in order to simplify the
process. Then after these are done, the surface algorithms can be applied
in orthogonal space.
5. Describe the "Gouraud" polygon
shading algorithm. How is it different from 'faceted' polygon shading?
The Gouraud algorithm relies on vertex normals, by taking the color of vertices
and interpolating the in-between color, causing color variation across the
surface. Faceted shading tessellates curved surfaces into polygons (a polygon
mesh). All pixels on each polygon have the same color. This shading depends
on polygonal normals.
6. Describe the 'Phong' polygon shading algorithm. How is it different from 'Gouraud' polygon shading?
The 'standard' model in computer graphics that compromises between acceptable
results and processing cost is the Phong model. This model reflects light
in terms of a diffuse and specular component together with an ambient light
term. The reflected light intensity at every point on a surface is taken
to be the linear combination of these three reflection components.
Phong shading interpolates vertex normals, and Gouraud interpolates vertex
color intensities linearly. Phong also requires much nor calculation and
is more expensive.
7. For a curved surface, such as a sphere, how is the surface shading usually
done?
Tessellation is used to divided a sphere into a number of connected, flat
polygons and then each shades each polygon.
8. How is a scene transformed from the 'world' coordinates to the camera
coordinates? Why do we need to do this?
When a camera is inserted into another ‘world’, it brings in
its own “camera” coordinate system where the origin is at the
camera and positive z-axis is directed out and away from the center of the
camera (depth). All of the object coordinates in the world system must be
transformed into the camera system to calculate the rendered image from the
camera's point of view.
9. How is a vertex normal different from a polygon normal? How might the
vertex normal be calculated?
A vertex normal is the average between two corner's of intersecting polygons.
A polygon normal is perpendicular to the surface of a polygon. A vertex normal
might be calculated by averaging the polygon normals of each polygon at their
respective vertices.
10. How are multiple light sources included in lighting calculations? Give
an example.
Every light has it's own properties, location, color, intensity. When multiple
lights are used, you add each light's properties together. An example would
be in my bedroom. There is the ceiling light, lamp light, outdoor light coming
in the windows, and a glow off of the computer.
11. How is color usually handled in lighting calculations?
Ambient light exists and bounces off of everything. The light spectrum uses
RGB color components The color of the light and object each greatly affect
the color of the light that bounces off the objects. The surface color
is affected by an objects specularity, reflection, transparency, and bump.