Advanced Lighting
Mapping and Textures
Theory and Practical Considerations
The stuff we forgot
We only know 40% of this
200

This technique simulates how light penetrates and scatters within translucent materials like skin or wax.

What is subsurface scattering?

200

This texture technique applies the visual appearance of a surface directly from an image file.

What is texture mapping?

200

This type of reflection occurs when light bounces in a scattered way due to a rough surface.

What is diffuse reflection?

200

This tends to make the view feel smaller and lends a sense of power and greater size to the elements of the shot.

What is Low Angle Shot?

200

This is an opening in the lens that controls how much light reaches the camera sensor or film.

What is Lens Aperture?

400

This spotlight property controls how quickly the intensity of the light falls off from the center.

What is drop-off?

400

When texture coordinates exceed the 0.0–1.0 range, this can occur, repeating or stretching the texture.

What is texture wrapping or tiling?

400

As the angle between the light direction and the surface normal increases, this happens to diffuse reflection.

What is it decreases (less intensity)?

400

Model/View Transform, Lighting/Shading, Projection, Clipping, Screen Mapping are the 5 steps of this.

What is the Geometry Stage of the rendering pipeline?
400

24 is the standard of is in cinema due to it being good for most action sequences.

What is the Typical Frame Rate?

600

This term refers to the process of rendering light from an environment texture onto objects for realistic reflections.

What is reflection mapping?

600

This mapping method modifies the apparent height of a surface using a grayscale image.

What is height mapping (or displacement mapping)?

600

This form of rendering stores lighting information into textures for faster reuse.

What is light mapping?

600

This draws a new pixel. Its depth is compared, if it is closer, it replaces the old value and is drawn. If it is farther, it is ignored.

What is the Z-Buffer?

600

This technique is where important elements are aligned with one of four key points in a divided frame.

What is Rule of Thirds?

800

This lighting issue in real life is difficult to arrange due to the flattening of features and unnatural shadows.

What is full frontal lighting?

800

Given corners like (0.0, 0.0), (0.0, 3.0), (4.0, 3.0), (4.0, 0.0), applying the texture to a quad would result in a stretched and repeated texture due to this.

What is out-of-bound UV coordinates?

800

Because most devices store pixel data in a non-linear fashion, this type of transformation is often applied.

What is gamma correction?

800

This process cuts away parts of a surface without modifying its underlying mathematical equation. Stating the parts of the surface we do not want to be visible.

What is Trimming?

800

Temporal and Spatial are 2 types of is.

What is Continuity?

1000

The primary distinction between the standard reflection model and global illumination is that the latter accounts for this.

What is indirect lighting or interreflections?

1000

Unlike Buv mapping, this bump mapping technique allows for more detailed and directionally accurate surface relief.

What is height field mapping?

1000

This difference separates single scattering from multi-scattering in volumetric rendering.

What is the number of light bounces within the medium (one vs. many)?

1000

Differences in lenses causing different focal lengths affects is?

What is Field of View?

1000

This is technique is when the camera angles are at least a certain angle apart to avoid choppy or awkward cuts.

What is the 30° or 20° Rule?