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.
Shading Algorithms (Flat, Gouraud, Phong)
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.
Radiosity
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.
Shading Languag
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
program (shader)?
d.
What are the inputs, required outputs, and o
ptional outputs for a fragment
processor program (shader)?
e.
How is a shader program compiled?
f.
What are some examples of tasks that can be accomplished via GPU
programming?
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