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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 fromsets of rules**

Q:

What is shading ?

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 asurface point**, because the reflected light (which is what

we actually see) depends on this

– The received light depends on the

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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