Midterm Review

advertisement

Midterm Review

Overall

• 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.

Lecture 3

• NDC

• What is it? Why it?

• How does it work?

• The formulas

• You did this in your HW1.

Lecture 4&5

• 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

Lecture 6

• 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

Lecture 7

• 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?

Lecture 8

• Matrix operations---practice this!

• Vectors and points

• Linear transformation

Lecture 9&10

• Lamp example

• Graphics pipeline

– The order

– What does not each stage do?

Lecture 11&12

• gluLookAt

– Derive transformation from gluLookAt

• Projection

– Orthographic

– Perspective (Derive the matrix)

• View frustum

– NDC perspective matrix

Lecture 13

• 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

Lecture 14

• Plane equation

• Painter’s algorithm

• BSP tree

• Ray casting & depth buffering

Download