20041 Graphics Midterm Topics
Wednesday, October 6
Hearn and Baker Chapters 1-5
- line drawing
- graphics primitives
- attributes (e.g., color, style) and the graphics primitives they apply to
- 2D transformations
- interactive graphics
Types of questions
- Terminology: For example: jaggies, pixel, refreshing, filling,
frame buffer, odd-parity test/inside-outside test, clipping or world window, viewport.
scan conversion, coherence, animation
- Scan Conversion:
- The Basic Incremental Algorithm vs the Bresenham's Line Algorithm
- Issues in Line Drawing
- Circle drawing
- Hardware: raster
- how save an image (where, what form)
- how refresh image
- What is the name of the underlying principle/test for polygon filling?
- What does the underlying principle/test say?
- How is the underlying principle/test used in the implementation
of polygon filling in your text?
- How does the polygon fill algorithm work?
- Should rectangles be treated as polygons? Pros and cons
- Sutherland_Hodgman vs Cohen_Sutherland algorithm
- Understand the algorithms (outcodes or region code in CS, 4 cases in SH)
- What role does convex or rectangular clipping regions play?
- Transformations: Scale, Rotate, Translate, Shearing, clipping/world window to
Viewport (View transformation)
- What are the transformation equations/matrices for scale,
rotate (clockwise vs counterclockwise), and translate?
- Be able to apply transformations.
- Why matrices/composite matrices?
- Does it matter in which order you apply the transformations?
- How to scale or rotate item about a point (x, y) that is not
- What transformations must be performed to go from clipping/world window
to viewport? what are the translation and scale factor values?
- What coordinate systems are used to specify points for the
clipping/world window and viewport?
- Techniques and their affects
- Interactive Graphics
- Input Primitives: choice, pick, string, valuator, locator
- What kind of info is returned
- Example devices
- Interactive techniques: Inking, rubberbanding, dragging, grids, constraints
- Be able to describe the technique
- What kind of logical devices are required to implement
- The whys and hows of feedback in interactive graphics
- Event driven programming model (how it's done in GLUT for OpenGL),
including the purposes of the event processing loop, the event queue and the
individual glut callback functions:
November 4, 2004