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CS 445 / 645 Introduction to Computer Graphics. Lecture 25 Final Exam Prep. Final Exam. Monday, May 3 rd from 7 – 10 p.m. Room Thornton E 304 You may use one sheet of notes (8.5 x 11’’) You can write on both sides of paper Not everything from semester will be on test.
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CS 445 / 645Introduction to Computer Graphics Lecture 25 Final Exam Prep
Final Exam • Monday, May 3rd from 7 – 10 p.m. • Room Thornton E 304 • You may use one sheet of notes (8.5 x 11’’) • You can write on both sides of paper • Not everything from semester will be on test
Material Since Midterm • Hearn and Baker • Projection to Canonical View Volume: 7 (subsections with Normalization in the title) • Color: 12 • Lighting: 10.1 – 10.16 • Texture Maps and Antialiasing: 4.17, 10.17 – 10.18 • Visibility: 9.1 – 9.11 • Curves: 8.8 – 8.17 • Class Material • Antialiasing Hardware • Morphing • Making Movies
Review – Vector Arithmatic • Add, subtract • Dot (to determine angle between and length of projection (when normalized vectors) • Do math to understand why normalization required • Cross product (Right-hand rule) • Equations of lines / Equations of planes • Distance from line to plane • Point of intersection
Review – Coordinate Space • Coordinate space • Right-handed coordinate system • openGL camera initialized to look down –z axis
Review - OpenGL • No significant coding required • I might ask you to tell me what a function does • One you’ve used for the projects • I might ask you to tell me what order to put the transformation commands • Direction of rotations • Ordering of polygon vertices • Back-face rendering • Textures • Filtering, Mipmap, Bump Map, Displacement Map, Alpha blending, Multi texturing
Review • Rendering Pipeline (model, light, view, clip, project)
Review • Homogeneous Coordinate System • What does w do? • Modeling Transformations • Rotate, translate, scale, rotate about arbitrary axis • Understand how matrix formed by composing many modeling and viewing transformations effects the vertices of a model and its rendering
Review – Camera projections • Projection to a canonical viewing volume
Review - Color • Metamers • Relative changes versus absolute values • Ability to represent all colors • RGB sensitivity • Color spaces • Intuitive spaces, distance between similar colors
Review – Lighting Equations • Dependent on what factors • Calculate the reflection vector • Know how parameters affect images • The Rendering Equation
Review - Shading • Flat, Gouraud, Phong • Improvements versus cost • Indirect lighting • Ray tracing, radiosity • Viewer dependent/independent • Costs/benefits • Hemicube • Form Factors • Understand geometry of how they are computed • Understand simultaneous solution of all factors
Review – Ray tracing • Understand elements of homework • Reflection • Refraction • Recursion
Review - Antialiasing • Sampling and Quantization • Area Sampling (Weighted and unweighted) • What is a filter? • Super Sampling / Multisampling • Stochastic Supersampling • Nyquist Rate • How is antialiasing done in hardware?
Review – Textures • Filtering • Mip Map • Construction • Switching between layers • Advantages and disadvantages • Bump Map • Displacement Map • Alpha Blending • Repeating vs. Clamping
Review - Visibility • Back-face culling • Manifolds • Occlusion (Painter’s Algorithm) • Fragments (Analytic Visibility Algorithm) • BSP Tree • Multiple polygons aligned on same plane • Construction of tree / traversal of tree • Pros and cons
Review - Visibility • Warnock’s Algorithm • Z-buffer • What is its depth • Pros and cons
Review Splines • Know how to build M matrix • Hermite, Bezier, B-spline • Understand each spline’s G matrix • Continuity terms • What’s a duck? • Uniform vs. non-uniform b-splines
Review - Morphing • How does the Beier and Neely algorithm work
Review – Making Movies • What is compositing? • What is matchmoving? • How can we automate this? • What is a story board? • How can we preserve real-world lighting when compositing digital characters?