Final Exam Review Topics
Review “graphics pipeline” topics covered on midterm
Transformation Matrices (Homogeneous Coordinates, Model
Clipping & Culling (Outcode, Sutherland
Hodgman, Backface Culling, Occl
Phong Illumination Model
Shading Algorithms (Flat, Gouraud, Phong)
Texture mapping & MIP maps.
How are MIP maps created and stored?
decide which MIP map level to use?
How does procedural texture mapping compare to regular 2D text
Trace rays through scene, as in
discussion question. Review ray/sphere
Understand what ray tracing can do that the forward rendering pipeline cannot do.
What is the computational complexity of ray
How does it work?
How are form factors computed?
How does it compare to ray tracing in terms of performance and realism?
What is the computational complexity of rendering with radiosity?
Light Cut pa
the method accomplish
How is it
/ different from
What kind of efficiency do they achieve?
Scene graphs & Bounding Volume Hierarchies
What does the data structure look like?
How are they constructed?
How are clipping, culling, intersection made mo
How do you calculate point
on a spline
How do you calculate a point on a spline patch?
How do Hermite, Bezier, and B
Given a polygonal surface, how do
you apply a stencil to
compute new vertex
What is the difference between an interpolating and approximating subdivision
What is an example of each?
What is the difference between a primal and dual method? What is an example of
Why are physically
based lighting models important?
What are the parameters of a BRDF model?
How can a BRDF model for a particular material be created?
Understand the significance of the D, G, and F terms of the Torrance
Which two parts of the OpenGL graphics pipeline are programmable in OpenGL
What is a fragment?
What are the inputs, required outputs, and optional outputs for a vertex processor
What are the inputs, required outputs, and o
ptional outputs for a fragment
processor program (shader)?
How is a shader program compiled?
What are some examples of tasks that can be accomplished via GPU