Brian K. Week #5 Vocabulary
Define the following terms:
1. Shader: is a mini-program that processes graphic effects in real time.
2. Vertex Shader: maniplultes geometry (vertices and their attributes) in real time.
3. Pixel Shader: manipulates rendered pixels in real time.
4. Bui Tuong Phong: was the inventor of the Phong reflection model and the Phong shading interpolation method, techniques widely used in computer graphics.
5. Jim Blinn: devised new methods to represent how objects and light interact in a three dimensional virtual world, like environment mapping and bump mapping.
6. Phong Shader: an interpolation technique that interpolates surface normals across rasterized polygons and computer pixel colors based on the interpolated normals and a reflection model.
7. Blinn-Phong Shading Model: is the default shading model used in OpenGL and Direct3D’s fixed-function pipeline and is carried out on each vertex as it passes down the graphics pipeline.
8. Graphics pipeline: or rendering pipeline most commonly refers to the current state of the art method of rasterization-based rendering as supported by commodity graphic hardware.
9. Diffuse: the color map or texture is an image containing only the color information of a surface.
10. Blend: blends two textures together; depending on what software or game engine you use, it might blend in a default fashion or offer various modes very similar to the blending modes in Photoshop.
11. Additive Blending: model brightens the base map, black becomes completely transparent.
12. Subtractive Blending: model darkens the base map with the new image, white becomes completely transparent.
13. Detail Mapping: a detail texture is a later laid on top of a low-detail color texture (detail texture fades as player point of view changes).
14. Depth of Field: is the distance in front of and beyond the subject being focused on and photographed, can create the illusion that objects in the background are far off by blurring them.
15. Heat Haze: creates the shimmering effect you can see emanation from very hot objects, or the ground, on hot days.
16. Specularity: is that bright spot that appears on most surfaces when light hits it.
17. Bloom: makes light source appear brighter than it really is by taking the light source and spreading it out over the edges of the object it is on.
18. Masking and Opacity: uses a specific color that is designated as the “clear” color and is more efficient than transparency.
19. Illumination: sometimes known as an emissive texture, uses an additional image (typically a grayscale image) to control what portions of the texture are lit and to what degree.
20. Reflection/Cube Mapping: is a series of images that the environment map uses to fake the reflection on the surface of an object.
21. Pan/Rotate/Scale: give the artist the ability to pan, rotate, scale and otherwise move a texture in real time by panning (moving vertically or horizontally), rotating (turning), and scaling (larger or smaller).
22. Bump Mapping: is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.
23. Normal Mapping: is a technique used for faking the lighting of bumps and dents, used to add details without using more polygons.
24. Parallax Occlusion Mapping: is used to procedurally create 3D definition in textured surfaces, using a displacement map instead of through the generation of new geometry.
Answer the following questions:
1. Why are shaders so powerful?
The ability to manipulate an individual pixel or vertex in real time instead of being permanently painted onto a surface; by being able to simulate virtually any condition using shaders, however they are very processor intensive.
2. Diagram and explain the workflow of a shader.
Shape + Diffuse Map + Specular Map + Normal Map = Gold Coin
By creating a simple coin the following procedure will be followed, you will need to create a simple cylinder then is mapped with a diffused map or color map, then a specular map is added and then a normal bump map is added to finish the textures to make the coin.
3. What kinds of maps are most commonly used by shaders?
Color map (or diffuse channel), the bump and normal maps, specularity map, illumination maps, and opacity maps.
4. Describe the basic process of mapping a texture to an object.
A game artist creates textures meant to be tiled over an area or mapped to an object. This template is generated from the UV coordinates that have been mapped out onto the 3D model. After the basic color information has been put into place, the other shader maps are often created from the initial color map, the 3D model itself, and even some hand painting.
5. What is a node-based shader system?
Movable nodes that you can connect to each other, with only a practical limit and are made up of Basic Node operations which is the process of moving and connection the nodes together and Root Node which is a complete shader that contains the most common inputs for a material.