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U of I CS 418 - Midterm Study Guide

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CS 318 Midterm Study Guide Spring 2004 1 Lectures All lectures up through and including Tuesday March 9 are covered by this midterm See the class Web page http www courses cs uiuc edu cs318 lectures html for copies of the lecture notes 2 Topics The midterm is a comprehensive closed book exam You will not need calculators PDAs cheat sheets or books and they will not be permitted In principle all material contained in lecture whether on the lecture notes or not on any homework or project and in the assigned readings is a legitimate source of questions for the exam This section attempts to outline the most important topices and to indicate their relative priority But this is not guaranteed to be an exhaustive list All the topics listed have been divided into 3 categories Things which you must know Things which you should know Things which it would be nice to know As the descriptions above imply these categories have been listed from most to least important Questions on the midterm will be drawn from all 3 categories However their relative importance indicated here will govern their relative weight on the exam In other words the must know items will account for more points than the should know and nice to know items 2 1 Imaging Pinhole camera model Raster image representation and the RGB color model Image compositing by alpha blending Interpretation of alpha values as fractional coverage The general structure of a CRT display Full color vs color lookup table framebuffers General principles of texture mapping The difference between various OpenGL texture modes 2 2 Transformations Representation use of affine transformations Three fundamental transformations rotation scaling translation Composition of multiple transformations Matrix stacks for hierarchical transformation composition Homogeneous coordinates Actual contents of rotate scale translate matrices Forms of 3 D rotation Euler angle axis angle Orthographic and perspective projection Standard form of perspective projection Actual contents of the perspective projection matrix Camera parameterization lookFrom lookAt vUp presented in class 2 3 Graphics Pipeline Phong illumination model diffuse specular ambient point lights Phenomena which Phong illumination model does not account for Shading models flat Gouraud Phong Line rasterization direct DDA Bresenham Midpoint Polygon rasterization with Edge Table AET Painter s Algorithm and Z Buffer for visibility determination 2 4 Modeling Polyline curve models polygon mesh surface models Surface normal computation for various representations Basic OpenGL techniques for drawing polygon mesh models Parametric vs implicit models of curves surfaces Be zier curves de Casteljau algorithm for constructing Be zier curves Bernstein polynomial form of Be zier curves General form of cubic splines Hermite curve specification and properties Catmull Rom B Spline specification and properties Conversion between spline types Drawing spline curves Swept surface representations extrusion revolution generalized cylinder Construction of subdivision curves surfaces by linear subdivision smoothing Be zier surface patches General principles of tensor product spline surfaces Implicit surface representation Constructive Solid Geometry 2 5 Animation Transformation hierarchies Key frame animation Physical simulation Spring forces gravitational forces etc Damped springs Forward vs inverse kinematics Procedural behavioral animation


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U of I CS 418 - Midterm Study Guide

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