2. INTRODUCTION
It’s important to be able to render a
judgement on images you see.
How are they created
What techniques are used
What kind of shading is applied
How you arrive at your judgement
Today is going to be a tutorial in which
you do just that!
And also think about the theoretical content of
the module.
4. DISCUSSION
Is this rendered using the global illumination
model or the local illumination?
What techniques are likely to have been used?
What are the tell-tale signs that give it away?
How convincing is the effect?
What are the benefits over the alternative methods?
9. REVIEW QUESTIONS
Important to be able to relate the theory
together.
Feature of the exam.
Available on My Dundee.
Under the module material link.
Three sets of material.
Each with questions that reflect the range and
scope of material for the exam.
Not all of them covered in this module.
Glenn covered different things last year.
10. REVIEW QUESTIONS
Draw a diagram illustrating the difference
between specular and diffuse reflection.
What type of surface gives rise to each type of
reflection?
What is the impact of transparency on the
transmission of light?
What about translucency?
11. REVIEW QUESTIONS
Define the Z-Buffer
Give diagrams where appropriate.
What is its use in hidden surface removal?
What are the benefits of z-buffering?
What are the weaknesses?
What are the alternatives?
12. REVIEW QUESTIONS
What is the difference between local and global
illumination models?
How does it relate to the difference between real time
and non-real time rendering.
What is the cost of global illumination?
What are the different flavours of global
illumination?
13. REVIEW QUESTIONS
What is the difference between Gouraud shading
and flat shading?
How do they work?
What kind of images do they produce?
What quality is the shading?
How is the shading applied?
How do they impact on the gradient of light
across a polygon?
14. REVIEW QUESTIONS
What is the graphics pipeline, and in what order
do the operations get performed?
All of the things we have discussed are handled as
part of the pipeline.
Where do each of the operations get performed.
And why do they get performed at the points they get
performed?
15. REVIEW QUESTIONS
What is backface culling, and why is it used?
What is the difference between backface culling
and contribution culling?
How does it relate to viewport culling?
16. REVIEW QUESTIONS
What are the different kind of light-sources
permitted in 3D modelling?
And what is the difference between them?
How do we model light in a 3D scene?
In global illumination?
In local illumination?
What is the impact of light interaction on a
model?
17. REVIEW QUESTIONS
What is the difference between Phong shading
and Gouraud shading?
What is the benefit of using one over the other?
How do they differ in terms of their algorithms?
Where do they have similarities?
What is the benefit of using one over the other?