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CS 551 / 645: Introductory Computer Graphics Midterm Review From the text OpenGL Programming Guide – Chapters 1 - 3 Computer Graphics: Principles and Practice – – – – – – – 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