Unformatted text preview: CS 445 / 645
Introduction to Computer Graphics
Lecture 25
Final Exam Prep Final Exam
Monday, May 3rd from 7 – 10 p.m.
• Room Thornton E 304 You may use one sheet of notes (8.5 x 11’’)
• You can write on both sides of paper Not everything from semester will be on test Material Since Midterm
Hearn and Baker
• Projection to Canonical View Volume: 7
Projection
(subsections with Normalization in the title)
Normalization
• Color: 12 Class Material • Lighting: 10.1 – 10.16 • Antialiasing Hardware • Texture Maps and
Texture
Antialiasing: 4.17, 10.17 – 10.18
Antialiasing: • Morphing • Visibility: 9.1 – 9.11
Visibility:
• Curves: 8.8 – 8.17 • Making Movies Review – Vector Arithmatic
Add, subtract
Dot (to determine angle between and length of
Dot
projection (when normalized vectors)
projection
• Do math to understand why normalization required Cross product (Righthand rule)
Equations of lines / Equations of planes
Distance from line to plane
• Point of intersection Review – Coordinate Space
Coordinate space
• Righthanded coordinate system
• openGL camera initialized to look down –z axis Review  OpenGL
No significant coding required
I might ask you to tell me what a function does
• One you’ve used for the projects I might ask you to tell me what order to put the transformation
might
commands
commands
Direction of rotations
Ordering of polygon vertices
Backface rendering
Textures
• Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi
Filtering,
texturing
texturing Review
Rendering Pipeline (model, light, view, clip,
Rendering
project)
project) Review
Homogeneous Coordinate System
• What does w do? Modeling Transformations
• Rotate, translate, scale, rotate about arbitrary axis Understand how matrix formed by composing
Understand
many modeling and viewing transformations
effects the vertices of a model and its rendering
effects Review – Camera projections
Projection to a canonical viewing volume Review  Color
• Metamers
• Relative changes versus absolute values
• Ability to represent all colors
• RGB sensitivity
• Color spaces
– Intuitive spaces, distance between similar colors Review – Lighting Equations
• Dependent on what factors
• Calculate the reflection vector
• Know how parameters affect images
• The Rendering Equation Review  Shading
Flat, Gouraud, Phong
• Improvements versus cost Indirect lighting
• Ray tracing, radiosity
– Viewer dependent/independent
– Costs/benefits
– Hemicube
• Form Factors
– Understand geometry of how they are computed
– Understand simultaneous solution of all factors Review – Ray tracing
Understand elements of homework
• Reflection
• Refraction
• Recursion Review  Antialiasing
Sampling and Quantization
Area Sampling (Weighted and unweighted)
What is a filter?
What
Super Sampling / Multisampling
Super
• Stochastic Supersampling Nyquist Rate
How is antialiasing done in hardware? Review – Textures
Filtering
Mip Map
• Construction
• Switching between layers
• Advantages and disadvantages Bump Map
Displacement Map
Alpha Blending
Repeating vs. Clamping Review  Visibility
Backface 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 Review  Visibility
Warnock’s Algorithm
Zbuffer
• What is its depth
• Pros and cons Review Splines
Know how to build M matrix
• Hermite, Bezier, Bspline Understand each spline’s G matrix
Continuity terms
What’s a duck?
Uniform vs. nonuniform bsplines Review  Morphing
How does the Beier and Neely algorithm work Review – Making Movies
What is compositing?
What is matchmoving?
• How can we automate this? What is a story board?
How can we preserve realworld lighting when
How
compositing digital characters?
compositing ...
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Full Document
 Spring '08
 BLOOMFIELD,A
 Computer Graphics, Texture mapping, Bump mapping, Rendering, Displacement mapping

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