DOC PREVIEW
UVA CS 445 - Vector Arithmatic

This preview shows page 1-2-19-20 out of 20 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 20 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 20 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 20 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 20 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 20 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

CS 445 / 645 Introduction to Computer GraphicsFinal ExamMaterial Since MidtermReview – Vector ArithmaticReview – Coordinate SpaceReview - OpenGLReviewSlide 8Review – Camera projectionsReview - ColorReview – Lighting EquationsReview - ShadingReview – Ray tracingReview - AntialiasingReview – TexturesReview - VisibilitySlide 17Review SplinesReview - MorphingReview – Making MoviesCS 445 / 645Introduction to Computer GraphicsLecture 25Lecture 25Final Exam PrepFinal Exam PrepLecture 25Lecture 25Final Exam PrepFinal Exam PrepFinal ExamMonday, May 3Monday, May 3rdrd from 7 – 10 p.m. from 7 – 10 p.m.•Room Thornton E 304Room Thornton E 304You may use one sheet of notes (8.5 x 11’’)You may use one sheet of notes (8.5 x 11’’)•You can write on both sides of paperYou can write on both sides of paperNot everything from semester will be on testNot everything from semester will be on testMonday, May 3Monday, May 3rdrd from 7 – 10 p.m. from 7 – 10 p.m.•Room Thornton E 304Room Thornton E 304You may use one sheet of notes (8.5 x 11’’)You may use one sheet of notes (8.5 x 11’’)•You can write on both sides of paperYou can write on both sides of paperNot everything from semester will be on testNot everything from semester will be on testMaterial Since MidtermHearn and BakerHearn and Baker•Projection to Canonical View Volume: 7 (subsections Projection to Canonical View Volume: 7 (subsections with with NormalizationNormalization in the title) in the title)•Color: 12Color: 12•Lighting: 10.1 – 10.16Lighting: 10.1 – 10.16•Texture Maps and Texture Maps and Antialiasing: 4.17, 10.17 – 10.18Antialiasing: 4.17, 10.17 – 10.18•Visibility: 9.1 – 9.11 Visibility: 9.1 – 9.11 •Curves: 8.8 – 8.17Curves: 8.8 – 8.17Hearn and BakerHearn and Baker•Projection to Canonical View Volume: 7 (subsections Projection to Canonical View Volume: 7 (subsections with with NormalizationNormalization in the title) in the title)•Color: 12Color: 12•Lighting: 10.1 – 10.16Lighting: 10.1 – 10.16•Texture Maps and Texture Maps and Antialiasing: 4.17, 10.17 – 10.18Antialiasing: 4.17, 10.17 – 10.18•Visibility: 9.1 – 9.11 Visibility: 9.1 – 9.11 •Curves: 8.8 – 8.17Curves: 8.8 – 8.17Class MaterialClass Material•Antialiasing HardwareAntialiasing Hardware•MorphingMorphing•Making MoviesMaking MoviesClass MaterialClass Material•Antialiasing HardwareAntialiasing Hardware•MorphingMorphing•Making MoviesMaking MoviesReview – Vector ArithmaticAdd, subtractAdd, subtractDot (to determine angle between and length of Dot (to determine angle between and length of projection (when normalized vectors)projection (when normalized vectors)•Do math to understand why normalization requiredDo math to understand why normalization requiredCross product (Right-hand rule)Cross product (Right-hand rule)Equations of lines / Equations of planesEquations of lines / Equations of planesDistance from line to planeDistance from line to plane•Point of intersectionPoint of intersectionAdd, subtractAdd, subtractDot (to determine angle between and length of Dot (to determine angle between and length of projection (when normalized vectors)projection (when normalized vectors)•Do math to understand why normalization requiredDo math to understand why normalization requiredCross product (Right-hand rule)Cross product (Right-hand rule)Equations of lines / Equations of planesEquations of lines / Equations of planesDistance from line to planeDistance from line to plane•Point of intersectionPoint of intersectionReview – Coordinate SpaceCoordinate spaceCoordinate space•Right-handed coordinate systemRight-handed coordinate system•openGL camera initialized to look down –z axisopenGL camera initialized to look down –z axisCoordinate spaceCoordinate space•Right-handed coordinate systemRight-handed coordinate system•openGL camera initialized to look down –z axisopenGL camera initialized to look down –z axisReview - OpenGLNo significant coding requiredNo significant coding requiredI might ask you to tell me what a function doesI might ask you to tell me what a function does•One you’ve used for the projectsOne you’ve used for the projectsI might ask you to tell me what order to put the transformation I might ask you to tell me what order to put the transformation commandscommandsDirection of rotationsDirection of rotationsOrdering of polygon verticesOrdering of polygon verticesBack-face renderingBack-face renderingTexturesTextures•Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi texturingtexturingNo significant coding requiredNo significant coding requiredI might ask you to tell me what a function doesI might ask you to tell me what a function does•One you’ve used for the projectsOne you’ve used for the projectsI might ask you to tell me what order to put the transformation I might ask you to tell me what order to put the transformation commandscommandsDirection of rotationsDirection of rotationsOrdering of polygon verticesOrdering of polygon verticesBack-face renderingBack-face renderingTexturesTextures•Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi texturingtexturingReviewRendering Pipeline (model, light, view, clip, Rendering Pipeline (model, light, view, clip, project)project)Rendering Pipeline (model, light, view, clip, Rendering Pipeline (model, light, view, clip, project)project)ReviewHomogeneous Coordinate SystemHomogeneous Coordinate System•What does w do?What does w do?Modeling TransformationsModeling Transformations•Rotate, translate, scale, rotate about arbitrary axisRotate, translate, scale, rotate about arbitrary axisUnderstand how matrix formed by composing Understand how matrix formed by composing many modeling and viewing transformations many modeling and viewing transformations effects the vertices of a model and its renderingeffects the vertices of a model and its renderingHomogeneous Coordinate SystemHomogeneous Coordinate System•What does w do?What does w do?Modeling TransformationsModeling Transformations•Rotate, translate, scale, rotate about arbitrary axisRotate, translate, scale, rotate about arbitrary axisUnderstand how matrix formed by composing Understand how matrix formed by composing many modeling and viewing transformations


View Full Document

UVA CS 445 - Vector Arithmatic

Documents in this Course
Lighting

Lighting

49 pages

Color

Color

20 pages

Clipping

Clipping

10 pages

Shadows

Shadows

95 pages

Color

Color

37 pages

Radiosity

Radiosity

49 pages

Clipping

Clipping

59 pages

Assign 3

Assign 3

28 pages

Splines

Splines

17 pages

Color

Color

17 pages

Load more
Download Vector Arithmatic
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Vector Arithmatic and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Vector Arithmatic 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?