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CS 352: Computer Graphics

This exam review covers essential computer graphics topics including BSP trees, computing form factors, and notable algorithms such as Heckbert's median-cut and Floyd-Steinberg dithering. Students will explore the graphics pipeline, coordinate systems (object, eye, clip, NDC, screen), and the distinctions between front-end and back-end processes. Key techniques like clipping, shading (Gouraud and Phong), scissoring, and various rasterization algorithms (DDA, Bresenham’s) are reviewed. The study also addresses geometric transformations and vector operations, including dot and cross products, backface culling, and intersection of line segments.

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CS 352: Computer Graphics

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  1. CS 352: Computer Graphics FinalExamReview

  2. Recent topics • BSP-tree • Computing form factors • Heckbert median-cut algorithm • Floyd-Steinberg dither algorithm • DDA line rasterization algorithm

  3. Graphics Pipeline • Coordinate systems: object, eye, clip, NDC, screen • “Front-end” vs “back-end”? • Where do these take place? • Clipping • Gouraud shading • Phong shading • Scissoring • Trivial accept-reject • DAG traversal • Bresenham’s algorithm?

  4. Geometric Transformations • Five coordinate systems of interest: • Object coordinates • Eye (world) coordinates [after modeling transform, viewer at the origin] • Clip coordinates [after projection] • Normalized device coordinates [after ÷w] • Window (screen) coordinates [scale to screensize]

  5. Linear Algebra • Dot product? • Cross product? • Rotate about point [1,2,3]? • Backface culling? • Determine whether a point is to your left or right? • Intersection of two line segments? • Virtual trackball rotation?

  6. Dot Product • Def: u • v = uxvx + uyvy+ uzvz • u • v = |u| |v| cosθ • Uses: • Angle between two vectors? • Are two vectors perpendicular? • Do two vectors formacute or obtuse angle? • Is a face visible?(backface culling)

  7. Cross Product • u v = <uyvz - uzvy, uzvx - uxvz, uxvy - uyvx> • Direction: normal to plane containing u, v (using right-hand rule in right-handed coordinate system) • Magnitude: |u||v| sin θ • Uses: • Angle between vectors? • Face outward normal?

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