COMP 350: Computer Graphics

 

May 12, 2012

 

The Final Exam Review Topics

 

 

1.      Introduction to computer graphics: modeling and rendering, the graphics pipeline (from world to screen), color, basic graphics functions

2.      Structure of an OpenGL program and its basic elements; event processing loop, callbacks

3.      Displaying recursive constructs

4.      Mandelbrot set

5.      Rectangle-to-rectangle mapping

6.      Handling mouse, keyboard, and window events

7.      Generating pseudo-random numbers

8.      Basics of computer animation

9.      Double buffering; idle callback; timer function

10.  Scalars, points, and vectors; affine space

11.  Defining lines, triangles, and convex quadrilaterals via affine sums; (bi)linear interpolation

12.  Dot product and cross product of vectors

13.  Vectors, matrices and operations on them; inverses and transposes

14.  Homogeneous coordinates; frames

15.  Transformations of frames via matrix multiplication

16.  Six basic frames in OpenGL

17.  Modeling a solid; uniform and "gradated" coloring of faces

18.  Affine transformations

19.  Translation, rotation, and scaling in homogenous coordinates

20.  Concatenation of transformations; current transformation matrix

21.  Rotation about a fixed point

22.  Using own transformation matrices

23.  Matrix stacks

24.  Viewing: parallel vs. perspective; orthogonal and perspective projections

25.  Scene walkthrough via gluLookAt() function

26.  Modeling surfaces with polygons

27.  Light; reflection vs. refraction; types of light; types of light sources

28.  Phong reflection model; the four vectors

29.  Diffuse and specular reflection laws

30.  Computing normal vectors

31.  Shading: flat, interpolated (Gouraud), Phong

32.  Moving the light source

33.  Classical algorithms: Bresenham's straight line and circle; scanline fill

34.  Invisible face removal: backface culling, painter's algorithm

35.  Z-buffer algorithm

36.  Texture mapping vs. environment mapping and bump mapping

37.  Theory of texture mapping; texels; four systems of coordinates and their mappings

38.  Minifying, magnifying and their challenges; mipmapping

39.  Ray casting vs. ray tracing, the ray-casting algorithm

40.  Ray casting of basic shapes (planes, cubes, spheres, etc.); "clever approaches" to ray tracing

41.  Recursive ray-tracing algorithm

42.  Shadow rays

43.  Faking reflection with blending

44.  Simulating reflection with stencil buffer; steps of the process

45.  Simulating shadows by projections ("squishing")

46.  Obtaining shadows with shadow matrix; shadow mapping

47.  Images, graphics formats, and image representation

48.  Pixel-wise and kernel-wise image processing

49.  The convolution method of kernel-wise image processing

50.  Standard image processing operations (thresholding, blurring, edge detection, etc.)

51.  Splines; Bezier curves; NURBS