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