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CS 4731: Computer Graphics Final review

This review session will cover lectures 13-24, focusing on theoretical concepts, mathematics, algorithms, programming, and OpenGL knowledge. The exam will test understanding of concepts, programming skills, and completion of projects.

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CS 4731: Computer Graphics Final review

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  1. CS 4731: Computer GraphicsFinal review Emmanuel Agu

  2. Exam Overview • Thursday, Oct. 16, in-class • Will cover lectures 13-24 (12 lectures) • Can bring: • One page cheat-sheet • Calculator • Will test: • Theoretical concepts • Mathematics • Algorithms • Programming • OpenGL knowledge (program structure and some commands)

  3. What really am I Testing? • Understanding of on concepts (NOT only programming) • That you can plug in numbers by hand to check your programs • Understanding of programming (pseudocode/syntax) • That you did the projects • That you understand what you did in projects

  4. General Advise • Read your projects and refresh memory of what you did • Read the slides: worst case – if you understand slides, you’re more than 50% prepared • I’ve placed actual .ppt slides on web to make it clearer • Focus on Mathematical results, concepts, algorithms • Plug numbers: calculate by hand • Midterm was calculation-intensive, final exam more algorithmic • Should be able to predict subtle changes to algorithm.. What ifs?.. • Past exams: my exams will be most similar to last year’s exam • Every lecture has references. Look at refs to focus reading

  5. Grading Policy • Will still do ALL grading myself • Give you all the points, take away only what I have to • In time constraints, laying out outline of solution gets you healthy chunk of points • Try to write something for each question

  6. General Notes! • This exam is more algorithmic than first • Need to read and understand subtleties of algorithm • Some concepts permeate multiple topics • E.g. Interpolation • Make sure you know those topics

  7. Projection matrices • Projection matrices • Perspective projection • Orthographic projection • How to derive them, plug numbers • If parameters changed, how would derivations change?

  8. 3D clipping, viewport transf, illumination • 3D clipping (Liang-Barsky algorithm) • Viewport transformation in 3D • Illumination models • Light types (point, extended, etc) • Global vs local illumination • Ambient, diffuse, specular • Phong light model • OpenGL lighting, material commands • Shading (flat, gouraud, phong, etc)

  9. Texturing, HSR, Shadows • Texturing • Flat, curved surface • OpenGL texturing commands • Hidden surface removal • Z-buffer • OpenGL HSR commands • Others (painters algorithm, backface culling, etc) • Shadows • Shadows as texture (projection) • Shadow buffer approach • Umbra, penumbra

  10. Raster graphics • Raster graphics • Pixel manipulation • RGBpixmap class • Image manipulation (dissolve, alpha blending, etc) • Line drawing (simple DDA, Bresenham’s algorithm) • Filling pixel regions (recursive fill, using coherence, etc) • Polygon-defined regions • Antialiasing (prefiltering, supersampling, openGL, etc)

  11. Curves, Color • Curves • Representations (implicit, explicit, parametric, etc) • Continuity • Interactive curve design (interpolation, etc) • De Casteljau algorithm • Bezier curves, B-splines, NURBs • Color • Hue, saturation, wavelengths, etc • The eye, cones, tristimulus theory, etc • Color spaces (CIE, RGB, HSV, etc) • Color quantization, gamma correction, device color gamuts

  12. Final Words • You’ve all worked very hard • Graphics is a hard topic… • Symptoms of hardness: • No book does good job explaining all topics • Professor is a slave driver, tough to understand • TA’s don’t help enough • Friends can’t help much either • Hopefully, you’ve learned a lot • If you’ve worked hard, tried, I will curve to make you pass • If you’re doing well, finish strong!! • Good luck!

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