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EECS 487 Fall 08
Mid-term Review
15 Oct 2008
Syllabus
โ
Math
โ
Lines
โ
Triangles
โ
Transforms
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Hidden Surface Elimination
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Graphics pipeline and shaders
โ
Lighting
โ
Textures
Lines
โ
Explicit equation
โ
Implicit equation
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Parametric equation
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Mid-point algorithm
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Clipping
โ
Performance issues
Triangles
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Issues with horizontal/vertical scanning
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Barycentric coordinates
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(Anti-)Aliasing
Graphics Pipeline and Shaders
โ
Pipeline architecture
โ
Shaders
- (^) Vertex shader
- (^) Fragment shader
- (^) Communication
โ Application ๎ vertex / fragment shaders
โ Application ๎ vertex shader
โ Vertex shader ๎ Fragment shader
Lighting
โ
OpenGL model for lights and materials
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Global ambient light
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Light sources
- (^) Ambient, Diffuse, Specular โ
Materials
- (^) Ambient, Diffuse, Specular, Emissive โ
The lighting equation
Textures
โ
Concepts
โ
Types
- (^) Image, bump-mapping, environment mapping โ
Mapping
- (^) Forward, inverse (with intermediate surface) โ
Rasterization
- (^) Bilinear interpolation, perspective โ
Magnification / minification
Math
โ
Trigonometry
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Vectors
โ
Matrices
Vectors
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Scalars: one-dimensional quantities
โ
Vectors: magnitude + direction
- (^) Position vectors
- (^) Free vectors โ
Representation depends on coordinate system
โ Free vectors, position vectors
- (^) Orientation and non-orthogonality
Vector Operations
aโ
b = โฃaโฃโฃbโฃ cos ๎พ aรb = โฃaโฃโฃbโฃ sin ๎พ c๎ ๎cโฅ a c๎ โฅ b โ
Dot product
- (^) Component of a vector along another
- (^) Commutative โ
Cross product
- (^) Defined only in 3D
- (^) Vector perpendicular to plane
- (^) Magnitude = area of parallelogram
- (^) Anti-commutative, but associative
Matrix-Vector Multiplication
โ
Two views
[
a
a
โฏ a
1 n
a
a
โฏ a
2 n
โฎ โฎ โฑ โฎ a
m
a
m
โฏ a
mn
] [
v 1 v 2 โฎ v m
]
[ col 1 col 2 โฏ^ coln ]
[
v 1 v 2 โฎ vm
]
= v 1 col 1 ๎ v 2 col 2 ๎ โฏ ๎ vn coln
[
row 1 โ
v row 2 โ
v โฎ rowm โ
v
]
Linear combination of columns
Column of dot products
Some Matrix Properties
โ
Invertible if determinant โ 0
โ
(A B)
T
= B
T
A
T
โ (A B)^1 = B^1 A^1
โ (AT)^1 = (A^1 )T
โ
Solution of system of linear equations
- (^) Multiplication by inverse
- (^) Cramer's rule (Sec. 5.2.5 of FCG text)
- (^) Gaussian elimination
Lines: Issues
โ
Implicit form avoids infinities
โ
Mid-point algorithm for scan-conversion
- (^) 4 cases based on slope
- (^) Switch end-points (and colors!)
- (^) For slope between 0 and 1:
โ Given (x,y) do we set (x+1,y) or (x+1,y+1)?
- (^) Multiply f(x,y) throughout by 2 for integer arithmetic
- (^) Incremental algorithm:
โ Applies to colors also!
f ๎ x๎1, y๎ 1 ๎= f ๎ x , y ๎๎๎๎ญ xโ๎ญ y ๎
Triangles
โ
Gouraud interpolation
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Barycentric coordinates derivation
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Shared-edge arbitration
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Anti-aliasing
- (^) Render to large buffer, then downsample