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 ExamThursday, December 13th from 7 – 10 p.m.–Room Olsson 011You may use one sheet of notes (8.5 x 11’’)–You can write on both sides of paperNot everything from semester will be on test–Class on Thursday will outline material and reviewReviewIf 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 MidtermHearn 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 – 4OpenGL Red Book–Chapter 1 - 3Review Since MidtermHearn 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 9Class Material–Antialiasing–Cube Maps–Visible Surface–Making Movies–AnimationReview – Vector ArithmaticAdd, subtractDot (to determine angle between and length of projection (when normalized vectors)–Do math to understand why normalization requiredCross 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 linesDistance from line to plane–Point of intersectionReview – Coordinate SpaceCoordinate space–Right-handed coordinate system–openGL camera initialized to look down –z axisReview - OpenGLNo significant coding requiredI might ask you to tell me what a function does–One you’ve used for the projectsI might ask you to tell me what order to put the transformation commandsDirection of rotationsOrdering of polygon verticesBack-face renderingTextures–Filtering–Mipmap–Bump Map–Displacement Map–Alpha blending–Multi texturingReviewRendering Pipeline (model, light, view, clip, project)ReviewHomogeneous Coordinate System–What does w do?Modeling Transformations–Rotate, translate, scale, rotate about arbitrary axisViewing Transformations–Orthographic (parallel) and PerspectiveUnderstand how matrix formed by compositing many modeling and viewing transformations effects the vertices of a model and its renderingReviewColor–Metamers–Relative changes versus absolute values–RGB sensitivity–Color spacesIntuitive spaces, distance between similar colorsLighting Equations–Dependent on what factors–Calculate the reflection vector–Know how parameters effect imagesReviewShading–Flat, Gouraud, PhongImprovements versus cost–Indirect lightingRay tracing, radiosityViewer dependent/independentCosts/benefitsHemicubeForm FactorsUnderstand geometry of how they are computedUnderstand simultaneous solution of all factorsReview - AntialiasingSampling and QuantizationArea Sampling (Weighted and unweighted)What is a filter? Super Sampling–Stochastic SupersamplingNyquist RateHow is this done in hardware?Review – TexturesFilteringMip Map–Construction–Switching between layers–Advantages and disadvantagesBump MapDisplacement MapAlpha BlendingRepeating vs. ClampingReview – Game ConsolesHow can we really compare game consoles?–Triangles/Second versus 48 Pixel Quads / Sec–Texture Bandwidth–Antialiasing–MultiTexturingHow do these things influence system performance and how do they relate to the rendering pipeline?Review - VisibilityCanonical View Volume–Advantages?–Used for ClippingBack-face cullingManifoldsOcclusion (Painter’s Algorithm)Fragments (Analytic Visibility Algorithm)BSP Tree–Multiple polygons aligned on same plane–Construction of tree / traversal of tree–Pros and consWarnock’s AlgorithmZ-buffer–What is its depth–Pros and consReview - RotationsEuler AnglesGimbal LockHow many DOFs do we requireMath of axis angle–Why does axis angle use 4 DOFs to model 3Quaternion–Why better than Euler?–How is it similar to axis-angle–When is it better than axis-angle?Review SplinesKnow how to build M matrix–Hermite, bezier, b-splineUnderstand each spline’s G matrixContinuity termsWhat’s a duck?Uniform vs. non-uniform b-splinesReview – Environment MappingHow is environment mapping done in hardwareUnderstand the basic problem we discussed in class that allows us to project an intersection with one face of cube to another face of cubeReview - AnimationKeyframing–Pros/consInverse Kinematics–Know what it isMotion Capture–Pros/consReview – Making MoviesWhat 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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