Interactive Computer Graphics Course Information - Midterm Review | EECS 487, Study notes of Electrical and Electronics Engineering

Material Type: Notes; Professor: Jamin; Class: Interac Comp Graph; Subject: Electrical Engineering And Computer Science; University: University of Michigan - Ann Arbor; Term: Fall 2008;

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EECS 487 Fall 08
Mid-term Review
15 Oct 2008
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Download Interactive Computer Graphics Course Information - Midterm Review | EECS 487 and more Study notes Electrical and Electronics Engineering in PDF only on Docsity!

EECS 487 Fall 08

Mid-term Review

15 Oct 2008

Syllabus

โ—

Math

โ—

Lines

โ—

Triangles

โ—

Transforms

โ—

Hidden Surface Elimination

โ—

Graphics pipeline and shaders

โ—

Lighting

โ—

Textures

Lines

โ—

Explicit equation

โ—

Implicit equation

โ—

Parametric equation

โ—

Mid-point algorithm

โ—

Clipping

โ—

Performance issues

Triangles

โ—

Issues with horizontal/vertical scanning

โ—

Barycentric coordinates

โ—

(Anti-)Aliasing

Graphics Pipeline and Shaders

โ—

Pipeline architecture

โ—

Shaders

  • (^) Vertex shader
  • (^) Fragment shader
  • (^) Communication

โ— Application ๎‚Œ vertex / fragment shaders

โ— Application ๎‚Œ vertex shader

โ— Vertex shader ๎‚Œ Fragment shader

Lighting

โ—

OpenGL model for lights and materials

โ—

Global ambient light

โ—

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

  • (^) Simple ops, mipmaps

Math

โ—

Trigonometry

โ—

Vectors

โ—

Matrices

Vectors

โ—

Scalars: one-dimensional quantities

โ—

Vectors: magnitude + direction

  • (^) Position vectors
  • (^) Free vectors โ—

Representation depends on coordinate system

  • (^) Origin

โ— Free vectors, position vectors

  • (^) Orientation and non-orthogonality

Vector Operations

aโ‹…b = โˆฃaโˆฃโˆฃbโˆฃ cos ๎‚พ aร—b = โˆฃaโˆฃโˆฃbโˆฃ sin ๎‚พ c๎‚‘ ๎‚‘cโŠฅ a c๎‚‘ โŠฅ 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

โ‹ฏ a

1 n

a

a

โ‹ฏ a

2 n

โ‹ฎ โ‹ฎ โ‹ฑ โ‹ฎ a

m

a

m

โ‹ฏ a

mn

] [

v 1 v 2 โ‹ฎ v m

]

[ col 1 col 2 โ‹ฏ^ coln ]

[

v 1 v 2 โ‹ฎ vm

]

= v 1 col 1 ๎‚ƒ v 2 col 2 ๎‚ƒ โ‹ฏ ๎‚ƒ vn coln

[

row 1 โ‹…v row 2 โ‹…v โ‹ฎ 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 ๎‚ž x๎‚ƒ1, y๎‚ƒ 1 ๎‚Ÿ= f ๎‚ž x , y ๎‚Ÿ๎‚ƒ๎‚ž๎‚ญ xโˆ’๎‚ญ y ๎‚Ÿ

Triangles

โ—

Gouraud interpolation

โ—

Barycentric coordinates derivation

โ—

Shared-edge arbitration

โ—

Anti-aliasing

  • (^) Render to large buffer, then downsample