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CS 445 / 645:
Introductory Computer Graphics
Review
Final Exam
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Thursday, December 13th from 7 – 10 p.m.
– Room Olsson 011
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You may use one sheet of notes (8.5 x 11’’)
– You can write on both sides of paper
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Not everything from semester will be on test
– Class on Thursday will outline material and review
Review
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If you’re going to print out all the slides from
my lectures, please try to keep our costs
down.
– Render multiple slides to a page.
– Keep the amount of black ink down
Review Slide from Midterm
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Hearn and Baker
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Chapter 2 (NOT ON FINAL)
Chapter 3 (84-102, 117-126) (NOT ON FINAL)
Chapter 5
Chapter 6 (225-248) (NOT ON FINAL)
Chapter 11 (No Quaternions) (FINAL WILL INCLUDE
QUATS)
Chapter 12 (432-456)
Chapter 14
Chapter 15
Appendix 1 – 4
OpenGL Red Book
– Chapter 1 - 3
Review Since Midterm
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Hearn and Baker
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Chapter 4 (171 - 180)
Chapter 10 (315 - 355)
Chapter 11 (413 – 422)
Chapter 13
Chapter 14
Appendix (617-618)
Red Book
– Chapter 5
– Chapter 9
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Class Material
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Antialiasing
Cube Maps
Visible Surface
Making Movies
Animation
Review – Vector Arithmatic
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Add, subtract
Dot (to determine angle between and length of
projection (when normalized vectors)
– Do math to understand why normalization required
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Cross product (Right-hand rule)
– Did you know the length of the cross product of two vectors
equals the area of the parallelogram formed by the two
vectors?
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Equations of lines
Distance from line to plane
– Point of intersection
Review – Coordinate Space
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Coordinate space
– Right-handed coordinate system
– openGL camera initialized to look down –z axis
Review - OpenGL
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No significant coding required
I might ask you to tell me what a function does
– One you’ve used for the projects
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I might ask you to tell me what order to put the
transformation commands
Direction of rotations
Ordering of polygon vertices
Back-face rendering
Textures
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Filtering
Mipmap
Bump Map
Displacement Map
Alpha blending
Multi texturing
Review
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Rendering Pipeline (model, light, view, clip,
project)
Review
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Homogeneous Coordinate System
– What does w do?
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Modeling Transformations
– Rotate, translate, scale, rotate about arbitrary axis
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Viewing Transformations
– Orthographic (parallel) and Perspective
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Understand how matrix formed by
compositing many modeling and viewing
transformations effects the vertices of a
model and its rendering
Review
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Color
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Metamers
Relative changes versus absolute values
RGB sensitivity
Color spaces
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Intuitive spaces, distance between similar colors
Lighting Equations
– Dependent on what factors
– Calculate the reflection vector
– Know how parameters effect images
Review
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Shading
– Flat, Gouraud, Phong
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Improvements versus cost
– Indirect lighting
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Ray tracing, radiosity
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Viewer dependent/independent
Costs/benefits
Hemicube
Form Factors
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Understand geometry of how they are computed
Understand simultaneous solution of all factors
Review - Antialiasing
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Sampling and Quantization
Area Sampling (Weighted and unweighted)
What is a filter?
Super Sampling
– Stochastic Supersampling
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Nyquist Rate
How is this done in hardware?
Review – Textures
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Filtering
Mip Map
– Construction
– Switching between layers
– Advantages and disadvantages
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Bump Map
Displacement Map
Alpha Blending
Repeating vs. Clamping
Review – Game Consoles
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How can we really compare game consoles?
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Triangles/Second versus 48 Pixel Quads / Sec
Texture Bandwidth
Antialiasing
MultiTexturing
How do these things influence system
performance and how do they relate to the
rendering pipeline?
Review - Visibility
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Canonical View Volume
– Advantages?
– Used for Clipping
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Back-face culling
Manifolds
Occlusion (Painter’s Algorithm)
Fragments (Analytic Visibility Algorithm)
BSP Tree
– Multiple polygons aligned on same plane
– Construction of tree / traversal of tree
– Pros and cons
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Warnock’s Algorithm
Z-buffer
– What is its depth
– Pros and cons
Review - Rotations
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Euler Angles
Gimbal Lock
How many DOFs do we require
Math of axis angle
– Why does axis angle use 4 DOFs to model 3
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Quaternion
– Why better than Euler?
– How is it similar to axis-angle
– When is it better than axis-angle?
Review Splines
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Know how to build M matrix
– Hermite, bezier, b-spline
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Understand each spline’s G matrix
Continuity terms
What’s a duck?
Uniform vs. non-uniform b-splines
Review – Environment Mapping
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How is environment mapping done in
hardware
Understand the basic problem we discussed
in class that allows us to project an
intersection with one face of cube to another
face of cube
Review - Animation
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Keyframing
– Pros/cons
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Inverse Kinematics
– Know what it is
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Motion Capture
– Pros/cons
Review – Making Movies
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What is compositing?
What is matchmoving?
– How can we automate this?
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What is a story board?
How can we preserve real-world lighting
when compositing digital characters?