# FinalTopics

Λογισμικό & κατασκευή λογ/κού

2 Δεκ 2013 (πριν από 4 χρόνια και 7 μήνες)

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CS
660

-

3D Graphics

Fall 2007

Final Exam Review Topics

1.

Review “graphics pipeline” topics covered on midterm

a.

Transformation Matrices (Homogeneous Coordinates, Model
-
View, Projection)

b.

Clipping & Culling (Outcode, Sutherland
-
Hodgman, Backface Culling, Occl
usion
Culling)

c.

Phong Illumination Model

d.

2.

Texture mapping & MIP maps.

a.

How are MIP maps created and stored?

b.

How do

you

decide which MIP map level to use?

c.

How does procedural texture mapping compare to regular 2D text
ure mapping?

3.

Ray tracing

a.

Trace rays through scene, as in
the
discussion question. Review ray/sphere
intersection calculation.

b.

Understand what ray tracing can do that the forward rendering pipeline cannot do.

c.

What is the computational complexity of ray
tracing?

4.

a.

How does it work?

b.

How are form factors computed?

c.

How does it compare to ray tracing in terms of performance and realism?

d.

What is the computational complexity of rendering with radiosity?

5.

Light Cut pa
per

a.

What do
es

the method accomplish
?

b.

How is it

better than

/ different from

earlier methods?

c.

What kind of efficiency do they achieve?

6.

Scene graphs & Bounding Volume Hierarchies

a.

What does the data structure look like?

b.

How are they constructed?

c.

How are clipping, culling, intersection made mo
re efficient?

7.

Splines

a.

How do you calculate point

coordinates

on a spline

curve
?

b.

How do you calculate a point on a spline patch?

c.

How do Hermite, Bezier, and B
-
Splines compare?

8.

Subdivision surfaces

a.

Given a polygonal surface, how do
you apply a stencil to

compute new vertex
positions
?

b.

What is the difference between an interpolating and approximating subdivision
surface?

What is an example of each?

c.

What is the difference between a primal and dual method? What is an example of
each?

9.

Physically
-
Based Light
ing

a.

Why are physically
-
based lighting models important?

b.

What are the parameters of a BRDF model?

c.

How can a BRDF model for a particular material be created?

d.

Understand the significance of the D, G, and F terms of the Torrance
-
Sparrow
model.

10.

es

a.

Which two parts of the OpenGL graphics pipeline are programmable in OpenGL
version 2.0?

b.

What is a fragment?

c.

What are the inputs, required outputs, and optional outputs for a vertex processor

d.

What are the inputs, required outputs, and o
ptional outputs for a fragment