CAP 161 - Introduction to Computer Animation

Review for First Test

The following questions are provided to help you study for the first test. Do not expect to see these exact questions on the test.

  1. What is the difference between shape and form according to our art textbook?

  2. Name four shapes that could be called primitive constructs.

  3. You draw a cube by adding perspective lines to a drawing of a square. How is this different from changing a drawing of a circle into a sphere?

  4. Ahearn discusses creating the illusion of a 3D image with a texture. Consider his examples and the sidewalk art of Julian Beever. What happens to the illusion when the viewer is no longer at the intended viewing position?

  5. What are two very different meanings of the word "texture"? Which one is usually intended when you are making a texture for an animated scene?

  6. What do the letters HSB stand for in that color system? Define what each term means.

  7. What is the difference between an additive and a subtractive color system? What are the primary colors of an additive system?

  8. What purpose is achieved by using a texture that uses color tones that are different from the color tones used by every other texture in a scene?

  9. What is Ahearn's definition of the word "perspective"?

  10. What might be true of a scene that would cause you to use three-point perspective instead of two-point perspective?

  11. Explain why a vector image is preferable to a raster image if you do not know the size that will be required when the image is finally used.

  12. Explain the concepts of using source files, working files, and output files.

  13. What are three of Ahearn's rules for choosing an output file format?

  14. Why are some file formats called lossy?

  15. What information about picture elements is stored in an image's alpha channel?

  16. What is the UVW coordinate system used for?

  17. Modeling programs typically have several methods that can be used to map a texture onto a model. Describe when each of these methods would be good, and when it would be bad.
    • planar
    • box
    • spherical
    • cylindrical

  18. Why are the goals of making a game look good and making it run well at odds with each other?

  19. What is meant by the phrase multum in parvo? What would using this technique cause the texture artist to do?

  20. What is a texture atlas? Why are they used?

  21. What is an unlit texture? How is it different from a "lit" texture?

  22. What does a shader do?

  23. How is Ahearn's definition of a material different from his definition of a texture?

  24. What is a diffuse map? How is it different from a specular map?

  25. What are three different ways a shader can blend textures together?

  26. What is the purpose of having a normal map?

  27. How might original art you create in PhotoShop infringe on someone else's rights?

  28. Why should you avoid using a flash to take a picture that will be used to develop a texture?

  29. What kind of day does Mr. Ahearn recommend for taking reference photos for textures?

  30. What is a possible danger to using the crop tool in PhotoShop?

  31. What is the danger in modifying your only copy of an image file?

  32. What tool in Photoshop can be used to straighten a trapezoidal perspective into a rectangular one? What is the key to making this work?

  33. What does it mean to save your work incrementally?

  34. Why do you save an art file multiple times in the course of working on it, aside from fears of power outages?

  35. When you tested your textures by tiling them, what kind of errors became noticeable that you could not see before you tiled them?