Transcript PowerPoint
CS 551 / 645:
Introductory Computer Graphics
Midterm Review
From the text
OpenGL Programming Guide
– Chapters 1 - 3
Computer Graphics: Principles and Practice
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Appendix A
Chapter 3, Sections 1 - 14
Chapter 4, Sections 2 - 4
Chapter 5, all
Chapter 6, all
Chapter 13, all
Chapter 16, all
Ineteresting web site
http://www.cs.brown.edu/research/graphics/
research/exploratory
Linear Algebra
Dot product, cross product
– Know what they mean and how to use them
Equations of a line (y-intercept, parametric,
implicit)
Equations of a plane (implicit, point-normal,
two vectors)
Inverse of orthonormal matrix
Display Devices
Raster Display
– Interlacing, vertical sync pulse, florescence,
phospherescence, persistence
LCD
Vector
Rasterization
Scan converting lines
– basic incremental
– midpoint algorithm (Breshenhem)
Tricks
– adjust to slope
– use derivatives to compute incremental values
– symmetries
Polygons
– edge counting
– horizontal edges
– slivers
Clipping
Cohen-Sutherland
Parametric line clipping
Sutherland-Hodgman polygon clipping
Transformations
Memorize rotation, translation, scaling,
shearing
How to rotate about arbitrary axis
Why do we have homogeneous coordinates?
Viewing in 3-D
Parallel vs. Perspective projections
– What do they look like? What does viewing
frustrum look like?
How do we define an arbitrary 3D view?
How do we map world coordinates to screen
coordinates given specified view?
– You will have to do this
– Equations 6.36 and 6.41
Clipping in homogeneous coordinates
Canonical view volume
Color
Gamma
Halftoning
Psychophysics
– intensity changes
– color perception
Metamers
CIE, RGB, HSV, YIQ
Shading
Ambient, diffuse, and specular
– what are they?
How are they modeled?
Know the math to compute intensity when
given object normal, light vector, eye point
Gouraud and Phong lighting
Phong Shading
Shading
View dependent vs view independent
Global lighting models
The rendering equation
radiosity
ray tracing
textures
shadows