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UVA CS 445 - Introductory Computer Graphics

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CS 445 / 645: Introductory Computer GraphicsFinal ExamReviewReview Slide from MidtermReview Since MidtermReview – Vector ArithmaticReview – Coordinate SpaceReview - OpenGLSlide 9Slide 10Slide 11Slide 12Review - AntialiasingReview – TexturesReview – Game ConsolesReview - VisibilityReview - RotationsReview SplinesReview – Environment MappingReview - AnimationReview – Making MoviesCS 445 / 645: Introductory Computer GraphicsReviewFinal ExamThursday, December 13th from 7 – 10 p.m.–Room Olsson 011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–Class on Thursday will outline material and reviewReviewIf you’re going to print out all the slides from my lectures, please try to keep our costs down.–Render multiple slides to a page.–Keep the amount of black ink downReview Slide from MidtermHearn and Baker–Chapter 2 (NOT ON FINAL)–Chapter 3 (84-102, 117-126) (NOT ON FINAL)–Chapter 5–Chapter 6 (225-248) (NOT ON FINAL)–Chapter 11 (No Quaternions) (FINAL WILL INCLUDE QUATS)–Chapter 12 (432-456)–Chapter 14–Chapter 15–Appendix 1 – 4OpenGL Red Book–Chapter 1 - 3Review Since MidtermHearn and Baker–Chapter 4 (171 - 180)–Chapter 10 (315 - 355)–Chapter 11 (413 – 422)–Chapter 13–Chapter 14–Appendix (617-618)Red Book–Chapter 5–Chapter 9Class Material–Antialiasing–Cube Maps–Visible Surface–Making Movies–AnimationReview – Vector ArithmaticAdd, subtractDot (to determine angle between and length of projection (when normalized vectors)–Do math to understand why normalization requiredCross product (Right-hand rule)–Did you know the length of the cross product of two vectors equals the area of the parallelogram formed by the two vectors?Equations of linesDistance from line to plane–Point of intersectionReview – Coordinate SpaceCoordinate space–Right-handed coordinate system–openGL camera initialized to look down –z axisReview - 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 commandsDirection of rotationsOrdering of polygon verticesBack-face renderingTextures–Filtering–Mipmap–Bump Map–Displacement Map–Alpha blending–Multi texturingReviewRendering Pipeline (model, light, view, clip, project)ReviewHomogeneous Coordinate System–What does w do?Modeling Transformations–Rotate, translate, scale, rotate about arbitrary axisViewing Transformations–Orthographic (parallel) and PerspectiveUnderstand how matrix formed by compositing many modeling and viewing transformations effects the vertices of a model and its renderingReviewColor–Metamers–Relative changes versus absolute values–RGB sensitivity–Color spacesIntuitive spaces, distance between similar colorsLighting Equations–Dependent on what factors–Calculate the reflection vector–Know how parameters effect imagesReview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 factorsReview - AntialiasingSampling and QuantizationArea Sampling (Weighted and unweighted)What is a filter? Super Sampling–Stochastic SupersamplingNyquist RateHow is this done in hardware?Review – TexturesFilteringMip Map–Construction–Switching between layers–Advantages and disadvantagesBump MapDisplacement MapAlpha BlendingRepeating vs. ClampingReview – Game ConsolesHow can we really compare game consoles?–Triangles/Second versus 48 Pixel Quads / Sec–Texture Bandwidth–Antialiasing–MultiTexturingHow do these things influence system performance and how do they relate to the rendering pipeline?Review - VisibilityCanonical View Volume–Advantages?–Used for ClippingBack-face 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Warnock’s AlgorithmZ-buffer–What is its depth–Pros and consReview - RotationsEuler AnglesGimbal LockHow many DOFs do we requireMath of axis angle–Why does axis angle use 4 DOFs to model 3Quaternion–Why better than Euler?–How is it similar to axis-angle–When is it better than axis-angle?Review SplinesKnow how to build M matrix–Hermite, bezier, b-splineUnderstand each spline’s G matrixContinuity termsWhat’s a duck?Uniform vs. non-uniform b-splinesReview – Environment MappingHow is environment mapping done in hardwareUnderstand the basic problem we discussed in class that allows us to project an intersection with one face of cube to another face of cubeReview - AnimationKeyframing–Pros/consInverse Kinematics–Know what it isMotion Capture–Pros/consReview – Making MoviesWhat is compositing?What is matchmoving?–How can we automate this?What is a story board?How can we preserve real-world lighting when compositing digital


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UVA CS 445 - Introductory Computer Graphics

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