Deck 16: Computer Graphics and Entertainment: Movies, Games, and Virtual Communities
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Deck 16: Computer Graphics and Entertainment: Movies, Games, and Virtual Communities
1
________ occurs when a human animator specifies the starting and ending positions for an object, and the computer fills in the rest of the motion.
Keyframing
2
Name the three steps in the graphics pipeline.
Object modeling, object motion, and rendering and display
3
What is the role of a tessellation in CGI?
A tessellation provides a model of an object in three-dimensional spaces, a set of polygons that completely cover the surface of the object, and that may be described as a set of vertices of the polygons.
4
What is a large group of computers used for rendering called?
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5
Name two ways that video games simplify their task in order to be able to render images in real time.
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6
A(n) ____________ environment is one in which user actions affect what is to be rendered next.
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7
Culling is a technique where pre-rendered objects are placed into a dynamic image.
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8
A video adds additional memory for high-intensive tasks, but uses the CPU to render video.
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9
After reading about the steps involved in computer-generated imagery, does it seem like more or less work than hand-drawn or stop-motion animation? What steps in the process are primarily technical, and where does the animator's creativity fit in?
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10
What are the pros and cons of online virtual communities and games like World of Warcraft and Second Life? Where do you think these virtual communities will be in 10 years?
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11
Will it be possible in the next two decades to "plug in" to a virtual reality and have it seem as though it's actually the real world? What kind of ramifications may this hold for the real world?
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12
define the following
-Animation variable:
-Animation variable:
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13
define the following
-Computer-generated imagery (CGI):
-Computer-generated imagery (CGI):
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14
define the following
-Control point:
-Control point:
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15
define the following
-Culling:
-Culling:
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16
define the following
-Cut-ins:
-Cut-ins:
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17
define the following
-Dynamic environment:
-Dynamic environment:
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18
define the following
-Frame:
-Frame:
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19
define the following
-Frame rate:
-Frame rate:
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20
define the following
-Game server:
-Game server:
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21
define the following
-Graphics board:
-Graphics board:
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22
define the following
-Graphics pipeline:
-Graphics pipeline:
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23
define the following
-Graphics Processing Unit (GPU):
-Graphics Processing Unit (GPU):
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24
define the following
-Image memory:
-Image memory:
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25
define the following
-Keyframing:
-Keyframing:
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26
define the following
-Massively multiplayer online games (MMOGs):
-Massively multiplayer online games (MMOGs):
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27
define the following
-Motion capture:
-Motion capture:
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28
define the following
-Metaverse:
-Metaverse:
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29
define the following
-Noncompetitive MMOG:
-Noncompetitive MMOG:
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30
define the following
-Object modeling:
-Object modeling:
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31
define the following
-Photorealistic animation:
-Photorealistic animation:
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32
define the following
-Ray tracing:
-Ray tracing:
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33
define the following
-Real-time graphics:
-Real-time graphics:
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34
define the following
-Reflection:
-Reflection:
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35
define the following
-Rendering:
-Rendering:
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36
define the following
-Rendering farm:
-Rendering farm:
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37
define the following
-Rigid motion:
-Rigid motion:
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38
define the following
-Rotation:
-Rotation:
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39
define the following
-Static environment:
-Static environment:
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40
define the following
-Stop-motion animation:
-Stop-motion animation:
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41
define the following
-Tessellation:
-Tessellation:
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42
define the following
-Transformation matrix:
-Transformation matrix:
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43
define the following
-Translation:
-Translation:
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44
define the following
-Vertex list:
-Vertex list:
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45
define the following
-Video card (graphics card):
-Video card (graphics card):
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46
define the following
-Video memory:
-Video memory:
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47
define the following
-Wireframe modeling:
-Wireframe modeling:
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48
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49
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50
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51
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52
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53
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54
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55
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56
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57
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58
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59
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60
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