CS 184: MIDTERM-EXAM TOPICS 2009
Computer graphics hardware and its abstract view:
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Display devices: calligraphic, raster.
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Frame buffer organization, color map.
Scene description format:
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Hierarchical scene composition.
- Groups and instance calls.
- Dynamic, time-varying, constructs.
Modeling and object representations:
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CSG, Brep, Voxels,
- Winged-edge data structure
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Procedural object generation, e.g., sweep operations;
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Instantiations and hierarchy,
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Abstractions, level of details.
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Degrees of freedom.
2D & 3D transformations, matrix representation, compound transforms;
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Rigid-body transforms and affine transforms,
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Change of coordinate systems, reinterpretation of coordinates:
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Window-to-Viewport transformation.
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Homogeneous coordinates: purpose, implementation.
Splines:
- Parameterized polynomial curves; in particular, cubics.
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Approximating splines vs. interpolating splines
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Cubic Hermite and Bézier curve segments, and methods to assemble
them.
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G0, G1, G2, C1, C2, continuity, and conditions for achieving them.
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Sketching curve segments from points; finding the point for some value
t=[0,1]
- DeCasteljeau algorithm for the construction for Bézier curves.
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Concept of approximating complicated curves with many (cubic) spline segments.
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Cubic B-spline, how to make smooth closed curves.
- Bicubic Bézier patches. B-spline surfaces.
- Catmull-Clark and Loop subdivision surfaces.
Clipping: points, lines, polygons, hierarchies:
- Sutherland-Hodgman clipping,
- Use of bounding boxes.
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Front- and Back-plane clipping.
Modeling, viewing/rendering pipeline:
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Master-, world-, image-, NDC-, screen-coordinate systems; transformations
between them.
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Efficient and logical ordering of the various functions in the viewing
pipeline.
Polygon rasterization:
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Pixel sampling,
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Inside/outside determination by parity/winding_#,
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Scan-line algorithm.
Visibility determination; hidden feature elimination:
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Backface elimination; face normals: formula by Martin Newell .
- Painter's algorithm.
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Z-buffer algorithm for hidden feature elimination, scan-line implementation.
Illumination models:
- The various types of light.
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Surface models, idealized and real:
Lambert surfaces, ideal mirrors, Phong lighting model;
diffuse-, mirror-, and (Phong)specular- reflection; metal vs.
plastic.
Rendering / shading techniques:
- The classical rendering pipeline.
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Scan-line rendering algorithm.
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Principles of ray-casting.
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Principles of ray-tracing.
- Reflected and refracted rays.
- Distribution ray-tracing
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Area light sources.
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Gouraud shading, Phong shading, and their limitations
- Surface Decorations: Texture mapping; bump mapping, displacement mapping, environment mapping.
Last update of this page: 2009/03/31
Page Editor: Carlo H. Séquin