174A Final Review
Franklin Fang
12/6/2013
Review Guideline
Clearly understand the important concepts
and questions mentioned in this slide with the
help of professor Demetri's course slides.
Ask me via email about the stuffs you do not
understand.
Have ni
Practice Final CMSC 427 Distributed Tuesday, May 10, 2005 Final: 8:00 AM Monday, May 16, 2005 General Guidelines: The final will focus on topics that have been discussed in class. I will not ask questions about material from the text book that has not als
12/6/2013
CS174 Final Exam Review
Final Characteristics
47 multiple choice questions
Its similar to midterm in difficulty, curve will
help you
~9/47 questions are very close to midterm
questions
One question will involve a 2D drawing
and youll have to
Introduction to Computer Graphics CS 174A: Assignment 1
Weight: 15 %
Points: 24
Collaboration: None permitted. If you discuss this assignment with others you should submit their names
along with the assignment material. Using code from previous offerings
Fall 2013 CS 174A Midterm Problems
Multiple Choice (100 points, 10 points each, -2 points for each wrong answer)
1. Definition of an affine function
2. Which transformations do not preserve angles?
3. What is the order of the stages of OpenGL pipeline?
4.
CS174A Midterm Study Guide Nathan Tung
Lecture 1:
Interaction/event loop
o Collecting user input from external hardware (e.g. mouse, joystick, etc.)
o Sends data down imagine/rendering pipeline to display and repeats
Imaging pipeline (shaders)
o Geometr
Visibility
Do not draw what is invisible
- Due to being outside the view volume
- Due to self-occlusion
- Due to object-to-object occlusion
Visibility
Do not draw what is invisible
- Outside the view volume
- Clipping, culling
- Self-occlusion
- Object-to
Rasterization
Image
3D Triangle
Line Rasterization
Reminder: Line Rendering Algorithm
Compute M = Mvp Mproj M-1cam Mmod
for each line segment i between points Pi and Qi do
P = MPi; Q = MQi
/ wP, wQ are 4th coords of P, Q
drawline(Px/wP, Py/wP, Qx/wQ, Qy/w
Texture Mapping
Pasting textures on surfaces
Coordinate Systems Involved
User Defined
(sx,sy) = Tws(Ttw(s,t)
Viewing+Projection
Textures are Images
They are always assigned the shown
parametric coordinates (s,t)
(0,1)
t
(0.5,1)
(0,0)
Texture to Screen
(sx
Local Illumination Physics
Law of reflection and Snells law of
refraction
n: Refractive index
Reflection and Refraction
(Ray Tracing Rendering)
Refraction
What Are We Trying to Model ?
From diffuse to specular reflectance
Reflectance distribution
function
Recap
We have reviewed the relevant linear algebra
Matrices
Vectors
Scalars
Next, we will discuss:
Homogeneous representations of points and vectors
Coordinate systems
Transformations
Points vs Vectors
What is the difference?
Points have location, but no
Recap
We have reviewed the relevant linear algebra
Matrices
Vectors
Scalars
Next, we will discuss:
Homogeneous representations of points and vectors
Coordinate systems
Transformations
Points vs Vectors
What is the difference?
Points have location, but no
Final Study Guide Nathan Tung
Lecture 7:
Review: transparency order matters: draw over (render after) to show up on top (or flip for different blending)
Environment Mapping (same a reflection mapping)
o Reflection of a fixed environment; reflections com
CS174A : Introduction to Computer Graphics
1240 Kinsey
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Assignment #2
Due Friday February 10, 2017 at Midnight.
GitHub repositories created starting with a2
Term project pro
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Next Mondays Mid-Term
Exam Option 50 points possible
Lecture 8
Multiple choice
Covers topics through basic texture mapp
Computer Graphics
Discussion 2
Garett Ridge and Sam Amin
[email protected][email protected]
Todays topic: The Matrix Chain
Sending triangles to their final places
Part I: Combining
Transformations
Transformations and Syntax Suggestions
Moving Objects
You
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Lighting and Shading
Now that we have moved into 3D
We need to talk about lighting/shading.
Used to enhance the effect
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Buffers
Frame (Color) buffer
RGB color values we see on screen.
Sometimes configured as RGBA
Depth buffer
Normalize
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Picking and Selection
Using the mouse to select an item.
There are several methods available.
The basic ones
The old
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Assignment #1
Has been posted to Piazza
Lecture slides posted to resource section
GitHub
The form is simply to tie y
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Lets get something on the screen
Make that thing the example from Ch.2
Sierpinski Gasket
Fractal Geometry
More inter
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Term Project
Details will be introduced next Monday.
Things to start considering now are:
Teams will be a minimum of
CS174A : Introduction to Computer Graphics
Kinsey 1240
MW 4-6pm
Scott Friedman, Ph.D
UCLA Institute for Digital Research and Education
Introduction
Scott Friedman
MS, Ph.D in Computer Science
B.Arch, M.Arch in Architecture
Founding member of UCLA Urba
Affine Transformations in 3D
Affine Transformations in 3D
General form
General Form
Rotation / Scaling / Shearing
Translation
Elementary 3D Affine
Transformations
Translation
Scaling Around the Origin
Shear Around the Origin
Along x-axis
3D Rotation
Vario
Particle Dynamics
Set of particles modeled as point masses in motion
mi : mass of particle i
xi m
i
xi : position of particle i
vi
vi : velocity of particle i
Can write Newtons second law as differential equation
fi (t ) mi ai (t )
dxi (t )
xi (t )
vel
Surfaces
Height Fields
z = f(x,y)
z
y
x
y
x
Example Height Fields
Gaussian
Sinc
Surface Representations
Explicit: z = f(x,y)
Implicit: f(x,y,z) = 0
Surface normal:
gradient operator
Parametric: x = fx(u,v), y = fy(u,v), z = fz(u,v)
Computing Surface Norma