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Final Review

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What a vector is. How vectors are used. How lines, points, directions are represented ... How is 3D computer graphics different from 2D graphics/traditional art? ... – PowerPoint PPT presentation

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Title: Final Review


1
Final Review
2
Overview
  • Review of the course
  • With examples in processing
  • Exam details
  • Sample Questions

3
Exam Philosophy
  • Technical/Creative (10)
  • Knowledge (80)
  • Reflective/Interpretive (10)

4
0. Introduction
  • What IS Computer Graphics
  • Core concerns
  • Application areas

5
1. Linear Algebra
  • The exam will not involve mathematical problem
    solving
  • Linear Algebra is a tool for explaining the other
    parts of the course and for understanding/attempti
    ng the labs and assignments
  • You should understand
  • What a vector is
  • How vectors are used
  • How lines, points, directions are represented

6
2. Colour
  • How is colour represented?
  • Explain the HSL model (Dominant Wavelength
    Theory)
  • Explain the RGB/CMY Model
  • How is colour represented in the frame buffer or
    digital images?
  • How is colour represented in print media?
  • How do we account for output variations in
    different devices/media?

7
3. Hardware
  • Discuss input and output devices
  • Define
  • Frame buffer
  • Colour Lookup table
  • Colour depth/colour resolution a.k.a. Bits per
    pixel
  • Differentiate between
  • Vector and Raster Graphics
  • Direct colour / indexed colour
  • Scanning/Camera technology

8
4. Rasterizing Primitives
  • Discuss/define
  • Line Drawing
  • Polygon filling
  • Anti-aliasing
  • Demosaicing

9
5. Transformations Screen coordinates
  • Matrix multiplication is NOT examinable
  • What are screen coordinates (a.k.a. device
    coordinates/pixel coordinates)? How is this
    different from modelling coordinates?
  • What are Transformations? (how are they used)

10
6. 3D Modelling
  • How is 3D computer graphics different from 2D
    graphics/traditional art? What additional issues
    are we concerned with?
  • How is information processed in a 3D graphics
    pipeline?
  • How are objects modelled for 3D graphics
    applications? What kind of data structures are
    used?
  • Define
  • Texture mapping
  • Bump mapping
  • Voxels
  • Level-of-detail (a.k.a. multiresolution)

11
6(b). Modelling in practice
From Second Semester Lecture Mesh Editing in
MAX
  • Define Polygon Mesh and explain what data is
    stored in it
  • What is parameterization
  • Define
  • Lathe
  • Extrude
  • Sweep
  • Spline
  • Consider How would you draw a mesh that someone
    gave you? How would you store a mesh?

12
7. Illumination
  • What variables affect the colour of a point in
    the scene?
  • How is the colour of a point in the scene
    calculated (Phong Illumination Model) w.r.t.
  • Diffuse reflection
  • Specular reflection
  • Ambient lighting
  • Explain the difference between Gouraud Shading
    and Phong Shading

13
8. Global Illumination
  • Explain the difference between Global and Local
    Illumination
  • Explain how Recursive Ray-tracing works
  • N.B. You will NOT be asked to talk about POVray
    syntax or write something for POV Ray

14
9. Camera Modelling
  • The Viewing process in 3D
  • What is Projection
  • Differentiate between Orthographic and
    Perspective Projection

15
11. Animation
  • What is animation?
  • Differentiate between
  • Scripted
  • Performance driven
  • Procedural
  • Discuss (briefly)
  • Behavioural animation
  • Physically based animation
  • Motion capture
  • Key-framing
  • Discuss the differences between Traditional v.s.
    Computer Aided Animation

16
12. Operations on Images
  • Define
  • (Digital) Halftoning
  • Explain
  • Edge detection
  • Thresholding
  • Error diffusion
  • Describe how you would
  • blend two images together,
  • fade between one image and another

17
13. Processing Graphics
  • Define
  • Interpolation
  • Parameterization
  • Iteration
  • How are images stored in Computer Memory?

18
Some Example Questions
  • (coming soon)
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