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CS 445 645: Introductory Computer Graphics

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Title: CS 445 645: Introductory Computer Graphics


1
CS 445 / 645 Introductory Computer Graphics
  • Review

2
Final Exam
  • Thursday, December 13th from 7 10 p.m.
  • Room Olsson 011
  • 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
  • Class on Thursday will outline material and review

3
Review
  • If youre going to print out all the slides from
    my lectures, please try to keep our costs down.
  • Render multiple slides to a page.
  • Keep the amount of black ink down

4
Review Slide from Midterm
  • Hearn and Baker
  • Chapter 2 (NOT ON FINAL)
  • Chapter 3 (84-102, 117-126) (NOT ON FINAL)
  • Chapter 5
  • Chapter 6 (225-248) (NOT ON FINAL)
  • Chapter 11 (No Quaternions) (FINAL WILL INCLUDE
    QUATS)
  • Chapter 12 (432-456)
  • Chapter 14
  • Chapter 15
  • Appendix 1 4
  • OpenGL Red Book
  • Chapter 1 - 3

5
Review Since Midterm
  • Hearn and Baker
  • Chapter 4 (171 - 180)
  • Chapter 10 (315 - 355)
  • Chapter 11 (413 422)
  • Chapter 13
  • Chapter 14
  • Appendix (617-618)
  • Red Book
  • Chapter 5
  • Chapter 9
  • Class Material
  • Antialiasing
  • Cube Maps
  • Visible Surface
  • Making Movies
  • Animation

6
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)
  • Did you know the length of the cross product of
    two vectors equals the area of the parallelogram
    formed by the two vectors?
  • Equations of lines
  • Distance from line to plane
  • Point of intersection

7
Review Coordinate Space
  • Coordinate space
  • Right-handed coordinate system
  • openGL camera initialized to look down z axis

8
Review - OpenGL
  • No significant coding required
  • I might ask you to tell me what a function does
  • One youve 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

9
Review
  • Rendering Pipeline (model, light, view, clip,
    project)

10
Review
  • Homogeneous Coordinate System
  • What does w do?
  • Modeling Transformations
  • Rotate, translate, scale, rotate about arbitrary
    axis
  • Viewing Transformations
  • Orthographic (parallel) and Perspective
  • Understand how matrix formed by compositing many
    modeling and viewing transformations effects the
    vertices of a model and its rendering

11
Review
  • Color
  • Metamers
  • Relative changes versus absolute values
  • RGB sensitivity
  • Color spaces
  • Intuitive spaces, distance between similar colors
  • Lighting Equations
  • Dependent on what factors
  • Calculate the reflection vector
  • Know how parameters effect images

12
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

13
Review - Antialiasing
  • Sampling and Quantization
  • Area Sampling (Weighted and unweighted)
  • What is a filter?
  • Super Sampling
  • Stochastic Supersampling
  • Nyquist Rate
  • How is this done in hardware?

14
Review Textures
  • Filtering
  • Mip Map
  • Construction
  • Switching between layers
  • Advantages and disadvantages
  • Bump Map
  • Displacement Map
  • Alpha Blending
  • Repeating vs. Clamping

15
Review Game Consoles
  • How can we really compare game consoles?
  • Triangles/Second versus 48 Pixel Quads / Sec
  • Texture Bandwidth
  • Antialiasing
  • MultiTexturing
  • How do these things influence system performance
    and how do they relate to the rendering pipeline?

16
Review - Visibility
  • Canonical View Volume
  • Advantages?
  • Used for Clipping
  • Back-face culling
  • Manifolds
  • Occlusion (Painters Algorithm)
  • Fragments (Analytic Visibility Algorithm)
  • BSP Tree
  • Multiple polygons aligned on same plane
  • Construction of tree / traversal of tree
  • Pros and cons
  • Warnocks Algorithm
  • Z-buffer
  • What is its depth
  • Pros and cons

17
Review - Rotations
  • Euler Angles
  • Gimbal Lock
  • How many DOFs do we require
  • Math of axis angle
  • Why does axis angle use 4 DOFs to model 3
  • Quaternion
  • Why better than Euler?
  • How is it similar to axis-angle
  • When is it better than axis-angle?

18
Review Splines
  • Know how to build M matrix
  • Hermite, bezier, b-spline
  • Understand each splines G matrix
  • Continuity terms
  • Whats a duck?
  • Uniform vs. non-uniform b-splines

19
Review Environment Mapping
  • How is environment mapping done in hardware
  • Understand the basic problem we discussed in
    class that allows us to project an intersection
    with one face of cube to another face of cube

20
Review - Animation
  • Keyframing
  • Pros/cons
  • Inverse Kinematics
  • Know what it is
  • Motion Capture
  • Pros/cons

21
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?
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