Post on 23-Feb-2016
description
CS 352: Computer Graphics
FinalExam
Review
Recent topics BSP-tree Computing form factors Heckbert median-cut algorithm Floyd-Steinberg dither algorithm DDA line rasterization algorithm
Interactive Computer GraphicsFinal Review
Graphics Pipeline Coordinate systems: object, eye, clip,
NDC, screen “Front-end” vs “back-end”? Where do these take place?
Clipping Gouraud shading Phong shading Scissoring Trivial accept-reject DAG traversal Bresenham’s algorithm?
Interactive Computer GraphicsFinal Review
Interactive Computer GraphicsChapter 8 - 4
Geometric Transformations Five coordinate systems of interest:
Object coordinates Eye (world) coordinates [after modeling
transform, viewer at the origin] Clip coordinates [after projection] Normalized device coordinates [after ÷w] Window (screen) coordinates [scale to
screensize]
Linear Algebra Dot product? Cross product? Rotate about point [1,2,3]? Backface culling? Determine whether a point is to your
left or right? Intersection of two line segments? Virtual trackball rotation?
Interactive Computer GraphicsFinal Review
Interactive Computer GraphicsChapter 4 - 6
Dot Product Def: u • v = ux vx + uy vy+ uz vz u • v = |u| |v| cos θ Uses:
Angle between two vectors? Are two vectors perpendicular? Do two vectors form
acute or obtuse angle?
Is a face visible?(backface culling)
Interactive Computer GraphicsChapter 4 - 7
Cross Product u v = <uyvz - uzvy, uzvx - uxvz, uxvy -
uyvx> Direction: normal to plane containing u,
v (using right-hand rule in right-handed coordinate system)
Magnitude: |u||v| sin θ Uses:
Angle between vectors? Face outward normal?