• No OpenGL programming questions, but programming pipeline and concepts of important OpenGL functions are required.
– Parameter list is not tested
– But what does this function do and mathematical formulas behind this function will be tested
• Linear Algebra calculation is required (Get familiar with them!)
– Dot product
– Cross product
– Matrix operations(+ - *)
• Undergraduate and Graduate students have common questions and different questions
• Time: Oct. 21 st , 9:15AM – 9:45PM @here
• You can have a size A4 notes only, and it is NOT sharable.
• NDC
• What is it? Why it?
• How does it work?
• The formulas
• You did this in your HW1.
• All about glBegin(GL_LINES)
– What are the problems of simple line drawing methods? How to solve them?
• Rasterizing lines (Details!)
– DDA/parametric algorithm
– Midpoint/Bresenham’s algorithm
• Rasterizing polygons/triangles
– Scan converting
– Edge walking
– Edge equation
• Line drawing vs Triangle drawing
• Make yourself clear about the following matrices:
– Translation
– Rotation (around origin and arbitrary point)
– Combination of translation and rotation, different orders of combination.
• Euclidean transformation
• Why homogenous matrix?(lecture 8 also have information)
• Similitude Transforms
• Affine Transformations
• Projective Transforms
• Primitives of 3D
– Vertex
– Normal
– Texel
– Faces
• Given vertex of triangle, what is the normal?
• Given a point and a line on a plane(the point is not on the line), what is the normal?
• Matrix operations---practice this!
• Vectors and points
• Linear transformation
• Lamp example
• Graphics pipeline
– The order
– What does not each stage do?
• gluLookAt
– Derive transformation from gluLookAt
• Projection
– Orthographic
– Perspective (Derive the matrix)
• View frustum
– NDC perspective matrix
• Clipping position in graphics pipeline
– Outcode clipping
– One-Plane-at-a-Time Clipping
(a.k.a. Sutherland-Hodgeman Clipping)
– Back-Face Culling
– Removing Back-Faces
• Plane equation
• Painter’s algorithm
• BSP tree
• Ray casting & depth buffering