2013 Spring Midterm Test 2
Student ID:
Name:
1.
[6 points] Shown below is the vertex shader for per-vertex lighting. Fill in the boxes.
2.
[4 points] Shown below are the vertex and fragment shaders for per-fragment lighting. Assume
all vertex normals are

2012 Game Programming Midterm Test
Student ID:
Name:
1.
Consider the simplest 3D closed mesh, tetrahedron. Suppose that it is composed of four vertices,
(0,0,0), (1,0,0), (0,1,0), and (0,0,1).
1.1 [6 points] Draw the vertex buffers for its triangle strip

2012 Game Programming Final Test
Student ID:
Name:
1.
Given a quadratic Bzier curve with control points (0,1), (1,1), and (0,-1), compute point P on
the Bzier curve closest to (2,2).
1.1 [5 points] Write the 2D quadratic Bzier curve. It is (x(t),y(t), whe

2013 Interactive Content Midterm Test
Student ID:
Name:
1.
[4 points] Shown below are the vertex and index buffers in the left-hand coordinate system. Fill
in the buffers.
2.
We are given the following view parameters: EYE=(0,0,3), AT=(0,0,-1), and UP=(-1

2013 Game Programming Final Test
Student ID:
Name:
1.
[3 points] Consider two adjacent Hermite curves in a Catmull-Rom spline. They are continuous
in the sense that they have the same tangent vector at their junction. Consider a spline of two
cubic Bzier

2013 Spring Midterm Test
Student ID:
Name:
1. Note the difference between a column vector and a row vector. In 2D, the
column vector is represented in
( xy )
whereas the row vector is
represented in (x,y). In the class, you have used column vectors for ma