20041 Graphics Final Topics
Wednesday, 11/17/04
4 P.M. section (01), Exam is at 2:45 P.M. in Room: 70-1435
6 P.M. section (01), Exam is at 6:00 P.M. in Room: 70-3455
- The OpenGL Graphics Pipeline
- What processes take place in the OpenGL graphics pipeline and in what order?
- Which coordinate system is used at each step?
- 3-D graphics
- World to camera/eye coordinate transformation - why?
- Why are two coordinate systems generally used for 3-D graphics?
- How many pieces of info are needed to establish location of the camera/eye/viewing coordinate system, what are they?
- Which coordinate system are these pieces specified in?
- What are the 4 steps in world to camera/eye/viewing coordinate transformation and what is accomplished by each? (tinker toy exercise)
- Viewing Parameters: eye, look-at, up
- What is the function of each in establishing the camera/eye/viewing coordinate system?
- How are u, v, and n specified for the camera/eye coordinate system?
- What is the affect on image when each is altered? (homework 2)
- 3D Transformations: scale, rotate, translate
- What are the equations of transformation? the matrices?
- 3D Clipping
- When done in OpenGL?
- How are 2-D and 3-D clipping the same? How different? (compare and contrast)?
- How is the view volume specified: components/coordinates, i.e., what sets its boundaries? Which coordinate system specified in?
- How are clipping and hidden surface/line removal the same? How different? (compare and contrast)
- View Volume, Parallel (Ortho) vs Perspective Projection
- Which command is used to specify the view volume in OpenGL?
- Where is the view plane located?
- Which coordinate system is view volume specified in?
- Which equations of transformation are used for parallel
and perspective projection? (equations, not matrices)
- How do the effects from the application of scale,
rotate, translate differ when using parallel and perspective projection?
- What establishes the direction of projection for parallel/ortho projection?
- Hidden Surface/Lines **
- Algorithms
- Object Space - Robert's Volume Intersection
- Image Space
- Depth (z) buffer
- Scan Line
- Warnock's area subdivision
- First level ray tracing
- List Priority Ordering
- Painter's
- BSP Trees (be able to create/traverse tree)
- Schumacher's GE Flight Simulator
- Know algorithms generally
- Know when done in the rendering pipeline
- How are sorting geometric shapes and coherence relavent to this topic
- Light, Color, Shading (Rendering)
- Color
- Halftoning
- Issues in color
- Issues in rendering
- Light: diffuse, point source, reflection, the role of
normals
- Shading: Constant, Gouraud, Phong
- Opacity, Transparency, Translucence
- Shadows
- Materials: How represented in OpenGL
- Fog: How represented/done in OpenGL
- Textures (Texture/Bump Mapping)
- Techniques (general descriptions)
- Ray Tracing
- Radiosity
- Photon Mapping
- Non-Photorealistic Rendering
- What is the role of normals in all of these?
- 3D Modeling
- Fractals (general descriptions)
- Uses
- Methods
- Recursive Subdivision (with random displacement)
- Iterative Feedback Functions
- Iterative Function Systems (ignore)
- L Systems
- Others (general descriptions/what are we modeling with each?)
- Hierarchical Modeling and Animation
- Surface Modeling
- Splines
- Polygonal Meshes, roles of
- Vertex list representation
- Edge list representation
- Normals
- Parametric surfaces such as Bi-cubic Patches
- Blobs
- Subdivision surfaces
- Particle Systems
- Image-Based Modeling
- Morphing
- Volume Visualization
- Model Generation from images (Image-based modeling)
- Physically Based Modeling
- Constraint Based Modeling
- Behavioral Modeling
- Solid Modeling
- CSG
- Spactial Enumeration Schemes
- Sweeping
- Parallel Graphics
- Why/when is parallel computing useful in graphics?
- Why/when are fractals, such as Mandelbrot/Julia set generation, and
ray tracing candidates for parallelization?
** For further material on this topic see:
"A Characterization of Ten Hidden-Surface Algorithms" by Sutherland,
Sproull and Schumacker, Computing Surveys, March 1974
November 5, 2004