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Practice problems related to 3d rendering, focusing on the rendering of cubes with back-face culling and the determination of triangle orientation. Students will learn about the effects of viewpoint position on cube rendering and how to identify front-facing triangles based on their vertex order and orientation.
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Let’s say that you move the viewpoint so that it enters one of the cubes. Describe what happens to the image.
Now, assume the viewpoint is inside some number of cubes. How does the image look like (in particular, which cubes are visible and which are not)?
Assume that the triangles whose vertices appear in clockwise order after projection are considered back facing. Which of the three triangles are front facing? (assume vertices are specified in the order given above)
How about the same ratio for a triangulation of another 3D object (assume it’s a closed surface, i.e. one that bounds a volume in 3D and that the triangles are oriented so that back face culling works).
Hint: think about rays that start at the viewpoint and intersect the volume, number of times they enter/exit the volume and the relationship to M and N.