Transcript PowerPoint

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