LE03

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