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Information about cs 418 homework #2, which includes questions related to defining a new spline type, transforming shapes using given transformations, and shading a plane using the phong illumination equation. Students are expected to derive the basis matrix for a new spline type, describe how to transform shapes using given transformations, explain why a highlight appears in a cylinder when using phong shading but not gouraud shading, and calculate the composition of rgb colors with alpha values.
Typology: Assignments
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These questions are intended to help you prepare for the midterm exam. A few of them are actual questions from past exams. The rest are things that I could imagine asking on an exam. Please be organized when writing your answers to these questions. Make sure that all solutions are clearly indicated and labelled with the question they are answering. Remember to write clearly and legibly. Unreadable answers will receive 0 credit.
p(u) =
1 u u^2 u^3
p 0 p 3 r 1 r 2
derive the 4×4 basis matrix M for this class of splines.
(−1, −1)
(1, 1)
For each of the following figures, describe how to transform the initial shape above into the given result. You may only use combinations of the following three transformations:
T : translate by [1 1] S : scale by [2 1] R : rotate (counter-clockwise) by 45◦
NOTE: Your answers should consist of products of these 3 fundamental matrices. Make sure to put them in the correct order.
(a) (b) (c) (d)
y
z
radius r = 1
height h = 1
x
His drawing code places vertices along the upper and lower rims of the cylinder, connecting them together with triangles which stretch the entire length of the cylinder. He draws the cylinder using a shiny material. Given the position of the light, he expects to see a specular highlight in the middle of the cylinder. (a) When Harvey executes his OpenGL code (using Gouraud shading) no highlight appears in the middle of the cylinder. However, when he renders it with RenderMan (using Phong shading) the highlight appears. Explain why this is. (b) How could the OpenGL code be altered (still using Gouraud shading) so that the highlight would appear?
A = (0. 7 , 0. 5 , 0 .6) αA = 0. 5 B = (1, 1 , 0) αB = 0. 9 C = (0, 0 , 1) αC = 0. 7
(a) Calculate (A over B over C) using the composition rules defined in class. (b) Calculate (C over B over A) using the composition rules defined in class.
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