SkillsUSA 2014 Contest Projects 3-D Visualization and Animation
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1 SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before pressing the button.
2 SkillsUSA National Championships 3D Visualization and Animation Overview: There are 150 possible points in this examination, which will count for fifteen percent (15%) of the overall score for the NLSC competition in 3D Visualization and Animation. Teamwork: You and your teammate may work on the exam together. This is competitive, so take care not to expose your answers to other teams. Also note, it is a closed book examination. Instructions: Please read the questions carefully. For true/false and multiple-choice questions, only the answer that is most specific and most correct will be credited. Partial credit will only be given for the last question, an essay requiring a short written answer. Partial credit will be given at the judge s sole discretion. A maximum of forty-five minutes will be allowed to complete and turn in your answers. Scoring: Scoring shall be as follows: Each of thirty true/false and multiple-choice questions is worth five points each. Good Luck! Michael Edmonds Member, Competition Technical Committee 3D Animation and Visualization Team Number:
3 1. The reason for creating a pre-visualization of a scene is. a. so lighting, camera placement and animation can be planned before actual production begins b. to determine how much to charge the client c. to create storyboards d. to create content that will be used later in the production phase of the project 2. Directional lights cast parallel light rays in a single direction. (T/F) 3. Which file format DOES NOT include any alpha information? a) JPEG b) TGA c) TIF d) PNG 4. In rendering, the process of blending adjacent colors to avoid stair-stepping is called? a) Blending b) Smoothing c) Pixilation d) Anti-Aliasing 5. If you wanted to show an object moving fast in an animation, what is the BEST option? a. Scale Blur b. Motion Blur c. Motion Effect d. Rotation Effect 6. To get more precise shadows in a rendering, which type of shadows would you use? a. Shadow maps b. Ray-traced c. Blurred maps d. Realistic 7. Which one of the following is not a transform? a. Move b. Snap c. Rotate d. Scale
4 8. The viewport that mimics what the human eye perceives is called: a. User view b. Orthographic view c. Axonometric view a. Perspective view 9. Ray-traced shadows always produce a soft shadow. (T/F) 10. Which of the following if NOT a component of a 3 point lighting set up b. Key Light c. Fill Light d. Rim Light/Back Light e. Dim Light 11. What does NURBS stand for? a. Non-Uniform Relational B-Spline. b. Non-Uniform Rational B-Spline. c. Newly-Uniformed Relational B-Spline. d. None of the above. 12. Noise is an example of what kind of texture map? a) File-based b) Procedural c) Spawned d) Manufactured 13. A normal is a vector that defines which way a face or vertex is pointing. (T/F) 14. A Codec is an algorithm for compressing and decompressing digital video data, and the software that implements that algorithm. (T/F) 15. Which of the following is a part of Safe Frames a) Action Safe Title Safe b) Target Safe Camera Safe c) User Safe Animation Safe d) Texture Safe UV Safe 16. Clipping planes let you exclude reflectivity and complex shadows from some geometry
5 16. Clipping planes let you exclude reflectivity and complex shadows from some geometry in a scene to increase render speed. (T/F) 17. The process of binding a mesh to the outside of a character rig is called: a) Skinning b) Adhering c) Tracing d) Sticking 18. Polygonal meshes are defined by points in 3D space. What are these points called? a) Locations b) Spots c) Vertices d) Numbers 19. What color denotes the XYZ axis a) BW b) CMYK c) HSV d) RGB 20. PAL is the U.S. Video Standard. (T/F) 22. IBL stands for a) Intensity Based Lighting b) Image Based lighting c) Irradiance Based Lighting d) Interactive Based Lighting 22. Rotoscoping is a technique for animating or painting over a live action scene from video or film. (T/F) 23. Global Illumination is a technique used to capture a. Accurate Shadows b. Direct Illumination c. Antialiasing Errors d. Indirect Illumination
6 24. Caustics are light effects that caused by specularly (as opposed to diffusely) reflected or refracted light. 25. Unlike conventional surfaces, rigid bodies collide rather than pass through each other. 26. Photometric lights use photometric (light energy) values that enable you to more accurately define lights as they would be in the real world. 27. A procedural texture is a created using an algorithm intended to create a realistic representation of natural elements such as marble, granite, wood, metal, stone and others. 28. Focal Length is measured in: a. Feet b. Yard c. Millimeters d. Inches 29. The field of view (FOV) controls how much of the scene is visible. 30. The Depth-of-Field effect simulates the natural blurring of foreground and background scene elements when viewed through a camera lens.
7 SkillsUSA NLSC Practical An artist from a local greeting card company created a concept for an animated birthday card. Because this year marks an important 50 th birthday, we have taken a scene from the animated greeting card for this year s contest. Any idea who s celebrating their 50 th this year? Enclosed, you will find concept sketches. You are to create a 3D animated birthday card following the general concept. It should be full color and as realistic as you can make it. DON T create a cartoon; make it real: a quality sky background, buildings with architectural textures to create a cityscape with atmospherics and depth of field perspective. Use motion blur on the spinning helicopter blades and true to life fluttering of the banner. Your success in developing a second rendering at 800 x 600 resolution in 16 bit color depth will be a fundamental part of judging the contest. In addition, you will need to create three high quality still images at 1024 x 768 in true color (24 or 32 bit color depth) to show the quality of your textures and lighting and two high quality still images at 1024 x 768 in true color (24 or 32 bit color depth) with wireframe visible to show your underlying models. The full contest scoring criteria is below. Thank you and good luck! Items Evaluated Planning & Teamwork 100 Design and Modeling 250 Textures and Lighting 250 Animation Quality and Rendering 250 Written Test 150 Possible Points Résumé Penalty 0 or -50 only Clothing Penalty Up to -50 Total Possible Points 1,000
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