Across
- 1. An extension of the depth-buffer approach which extends it to allow transparencies.
- 8. Surfaces which perfectly diffuse light and thus look the same from all directions.
- 11. A technique which automatically generates models using procedural approaches such as fractals and generative modelling.
- 13. also called priority fill algorithm which emulates how paintings are usually painted to decide which objects are visible.
- 14. A sequence of triangles that can be specified by listing its vertices without ambiguity.
- 17. One of the simplest transformations.
- 18. removes objects and lines that are outside the viewing pane.
- 19. Stores the polygon mesh as a sequence of triples of vertices.
- 20. The process of calculating the intensity at a particular point on a surface.
- 23. A mathematical representation of a physical entity that occupies space.
- 25. Effectively bridges the gap between discrete and continuous representation of curves and surfaces.
- 26. Parallel projection where the projectors are orthogonal to the projection plane.
- 27. ~390 nm to 700 nm of the electromagnetic spectrum.
- 28. Used to model smooth curves that can be scaled indefinitely.
- 29. The partition of a continuous surface into polygonal cells.
Down
- 2. A sequence of adjacent triangles sharing the same vertex.
- 3. A type of texture mapping that allows for simulation of highly specular surfaces.
- 4. The frame used to express all other frames.
- 5. A polygon viewing region in computer graphics.
- 6. A rough model for inter-surface reflections from all light sources which gives a scene its general brightness.
- 7. Maps texture first into a (simpler) intermediate surface.
- 9. The natural extension of pixels to the three-dimensional space.
- 10. represents the volume of a 3D object by combining simple solid shapes called primitives with Boolean operations.
- 12. An edge-based representation of polygon meshes introduced by Bruce G. Baumart.
- 15. Transformations which preserves collinearity and proportions.
- 16. A dot matrix data structure representing rectangular grid of pixels, or points of color.
- 21. Monochromatic light receptors that can be saturated when too much light is in the scene.
- 22. Able to distinguish three colors
- 24. Color mixing scheme where colors result from the filtering of specific light wavelength.
- 29. A local illumination model which models the intensity of a color at a certain ponit as the combination of ambient, diffuse, and specular light components.
