Podcast
Questions and Answers
What is the primary application of the Lambert shading model in computer graphics?
What is the primary application of the Lambert shading model in computer graphics?
Which technique involves lighting calculations that don't consider direct light sources?
Which technique involves lighting calculations that don't consider direct light sources?
What is the main purpose of texture effects in computer graphics?
What is the main purpose of texture effects in computer graphics?
Which method is primarily utilized for rasterizing lines in computer graphics?
Which method is primarily utilized for rasterizing lines in computer graphics?
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What type of surface representation does NURBS refer to?
What type of surface representation does NURBS refer to?
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Which shading method uses a simple interpolation across polygons for visual output?
Which shading method uses a simple interpolation across polygons for visual output?
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Which graphics technique is applicable for varying texture detail based on surface displacement?
Which graphics technique is applicable for varying texture detail based on surface displacement?
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Which technology enhances the range of color and light in graphics rendering beyond the standard imaging?
Which technology enhances the range of color and light in graphics rendering beyond the standard imaging?
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Study Notes
Phong shading
- Combines ambient, diffuse, and specular components for realistic light reflections on surfaces.
BRDF ir BSDF(?)
- Bidirectional Reflectance Distribution Function (BRDF) describes how light is reflected by a surface.
- Bidirectional Scattering Distribution Function (BSDF) describes how light is scattered by a surface.
Netiesioginis apsvietimas
- Indirect illumination refers to light that reaches a surface after being reflected from other surfaces.
Lambert tonavimo modelis
- Simplistic model for calculating light reflections on surfaces, assuming diffuse reflection.
NURBS
- Non-uniform rational B-splines, a mathematical method for creating curves and surfaces.
UV shading(????)
- Unspecified method, its use likely depends on context.
Tekstura
- Two-dimensional representation of a surface's texture.
Dvimate reiksmiu matrica
- Two-dimensional matrix representing values related to texture.
Pavirsius isskaidomas i daugiakampiu tinkla
- Surface is broken down into a network of polygons.
Pavirsiu tipas
- Different types of surfaces, e.g., parameterized, implicit.
Poslinkio tekstura
- Technique where texture's position on a surface is shifted based on surface geometry.
Teksturos efektas
- An effect modifying a texture.
Plokscioji interpoliacija ir Flat shading(?)
- Technique for lighting calculation where light is constant across a surface.
Eiluciu skenavimas
- Method for converting 2D images to pixels.
Fresko efektas
- Technique that results in a fresco-like effect or appearance in a rendering.
HDRI
- High Dynamic Range Image, a type of image with a broader range of luminance values.
Daugiakampis
- Polygonal shape used to model surfaces.
UV isklotine(UV zemelapis)
- 2D mapping technique for texture application.
Brezenheimo algoritmas
- Method for drawing lines and shapes on a screen.
Uzdaru sriciu rasterizacijos algoritmas
- Algorithm that determines the pixels that belong to a given area.
Grafinio elemento atvaizdavimas su spalvu ir tekturu pranasumu I fresku meno kurinius
- Method for displaying graphic elements with a focus on texture and color for a fresco-like appearance.
Globalaus apsvietimo modelis
- A method for calculating global lighting effects.
Plokstumos plotas apribotas uzdaros lauztes
- Area bounded by a polygon.
Teksturos padengimo ant pavirsiaus metodas
- Methods for applying textures to surfaces.
Tiesiu rasterizacijos algoritmas
- A technique for converting images to raster form.
Sparciam tieses rasterizavimui
- Method for quickly drawing lines.
Sudarant daugiakampiu tinkla
- Creating a mesh of polygons.
Pavirsiu teksturavizavime (jei yra toks zodis?)
- Method for adding texture to surfaces
Dielektriku su Frenelio atspindziais reakcijai I sviesa apskaiciuoti
- Calculation of light reflection, focusing on dielectric materials.
Imituoti Veidrodini atspindi nuo dielektriku
- Method of simulating specular reflections.
Iteraciju kiekis nurodo daugiakampiu tinklo tankuma
- The number of iterations defines the density of a polygonal mesh.
Issprendzia NURBS ir tinklo trukumus
- Addresses limitations related to NURBS and meshes.
Dalomasis pavirsius
- A method of breaking down surfaces into smaller, more manageable parts for display.
Objekto isskirstymas I daugiakampiu tinkla
- The process of dividing an object into a collection of polygons.
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Description
Explore various shading techniques used in computer graphics, including Phong shading, BRDF, and Lambertian models. The quiz delves into indirect illumination, NURBS, and texture representation, providing a comprehensive overview of surface lighting and texture in digital environments.