Introduction to Computer Graphics CS 445 / 645 Lecture 12 Chapter 12: Color
CS 445 / 645: Introductory Computer Graphics Review.
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Transcript of CS 445 / 645: Introductory Computer Graphics Review.
CS 445 / 645: Introductory Computer Graphics
Review
Final Exam
Thursday, December 13th from 7 – 10 p.m.– Room Olsson 011
You may use one sheet of notes (8.5 x 11’’)– You can write on both sides of paper
Not everything from semester will be on test– Class on Thursday will outline material and review
Review
If you’re going to print out all the slides from my lectures, please try to keep our costs down.– Render multiple slides to a page.– Keep the amount of black ink down
Review Slide from Midterm
Hearn and Baker– Chapter 2 (NOT ON FINAL)– Chapter 3 (84-102, 117-126) (NOT ON FINAL)– Chapter 5– Chapter 6 (225-248) (NOT ON FINAL)– Chapter 11 (No Quaternions) (FINAL WILL INCLUDE
QUATS)– Chapter 12 (432-456)– Chapter 14– Chapter 15– Appendix 1 – 4
OpenGL Red Book– Chapter 1 - 3
Review Since Midterm Hearn and Baker
– Chapter 4 (171 - 180)– Chapter 10 (315 - 355)– Chapter 11 (413 – 422)– Chapter 13– Chapter 14– Appendix (617-618)
Red Book– Chapter 5– Chapter 9
Class Material– Antialiasing– Cube Maps– Visible Surface– Making Movies– Animation
Review – Vector Arithmatic
Add, subtract Dot (to determine angle between and length of
projection (when normalized vectors)– Do math to understand why normalization required
Cross product (Right-hand rule)– Did you know the length of the cross product of two vectors
equals the area of the parallelogram formed by the two vectors?
Equations of lines Distance from line to plane
– Point of intersection
Review – Coordinate Space
Coordinate space– Right-handed coordinate system– openGL camera initialized to look down –z axis
Review - OpenGL No significant coding required I might ask you to tell me what a function does
– One you’ve used for the projects I might ask you to tell me what order to put the
transformation commands Direction of rotations Ordering of polygon vertices Back-face rendering Textures
– Filtering– Mipmap– Bump Map– Displacement Map– Alpha blending– Multi texturing
Review
Rendering Pipeline (model, light, view, clip, project)
Review
Homogeneous Coordinate System– What does w do?
Modeling Transformations– Rotate, translate, scale, rotate about arbitrary axis
Viewing Transformations– Orthographic (parallel) and Perspective
Understand how matrix formed by compositing many modeling and viewing transformations effects the vertices of a model and its rendering
Review
Color– Metamers– Relative changes versus absolute values– RGB sensitivity– Color spaces
Intuitive spaces, distance between similar colors Lighting Equations
– Dependent on what factors– Calculate the reflection vector– Know how parameters effect images
Review
Shading– Flat, Gouraud, Phong
Improvements versus cost
– Indirect lighting Ray tracing, radiosity
Viewer dependent/independent Costs/benefits Hemicube
Form Factors Understand geometry of how they are computed Understand simultaneous solution of all factors
Review - Antialiasing
Sampling and Quantization Area Sampling (Weighted and unweighted) What is a filter? Super Sampling
– Stochastic Supersampling Nyquist Rate How is this done in hardware?
Review – Textures
Filtering Mip Map
– Construction– Switching between layers– Advantages and disadvantages
Bump Map Displacement Map Alpha Blending Repeating vs. Clamping
Review – Game Consoles
How can we really compare game consoles?– Triangles/Second versus 48 Pixel Quads / Sec– Texture Bandwidth– Antialiasing– MultiTexturing
How do these things influence system performance and how do they relate to the rendering pipeline?
Review - Visibility Canonical View Volume
– Advantages?– Used for Clipping
Back-face culling Manifolds Occlusion (Painter’s Algorithm) Fragments (Analytic Visibility Algorithm) BSP Tree
– Multiple polygons aligned on same plane– Construction of tree / traversal of tree– Pros and cons
Warnock’s Algorithm Z-buffer
– What is its depth– Pros and cons
Review - Rotations
Euler Angles Gimbal Lock How many DOFs do we require Math of axis angle
– Why does axis angle use 4 DOFs to model 3 Quaternion
– Why better than Euler?– How is it similar to axis-angle– When is it better than axis-angle?
Review Splines
Know how to build M matrix– Hermite, bezier, b-spline
Understand each spline’s G matrix Continuity terms What’s a duck? Uniform vs. non-uniform b-splines
Review – Environment Mapping
How is environment mapping done in hardware
Understand the basic problem we discussed in class that allows us to project an intersection with one face of cube to another face of cube
Review - Animation
Keyframing– Pros/cons
Inverse Kinematics– Know what it is
Motion Capture– Pros/cons
Review – Making Movies
What is compositing? What is matchmoving?
– How can we automate this? What is a story board? How can we preserve real-world lighting
when compositing digital characters?