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Material Type: Notes; Class: Interactive Computer Graphics; Subject: Computer Science; University: University of Illinois - Urbana-Champaign; Term: Fall 2003;
Typology: Study notes
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The following is the list of lectures covered by this midterm. See the class Web page http://www-courses.cs.uiuc. edu/ cs318/lectures.html for copies of the lecture notes.
Aug-27 Introduction
Aug-29 Graphics and Image Formation
Sep-3 OpenGL Essentials Sep-5 2D Geometry & Transforms Sep-8 3D Geometry & Transforms Sep-10 Polygonal Modeling Sep-12 Viewing & Projection Sep-15 Illumination & Shading Sep-17 Texture Mapping Sep-19 Image Processing
Sep-22 Hierarchical Models Sep-24 Animation Sep-26 Physically Based Animation Sep-29 Spline Curves Oct-1 More Splines Oct-3 Splines & Subdivision Oct-6 Spline Surfaces Oct-8 Swept Surfaces Oct-10 Implicit surfaces & CSG Oct-13 Midterm Review
The midterm is a comprehensive, closed book exam. You will not need calculators, PDAs, cheat sheets, or books, and they will not be permitted. In principle, all material contained in lecture (whether on the lecture notes or not) and in the assigned readings is a legitimate source of questions for the exam. This section attempts to outline the most important topics, and to indicate their relative priority. But this is not guaranteed to be an exhaustive list. All the topics listed have been divided into 3 categories:
NNN Things which you must know.
II Things which you should know.
ã Things which it would be nice to know.
As the descriptions above imply, these categories have been listed from most to least important. Questions on the midterm will be drawn from all 3 categories. However, their relative importance indicated here will govern their relative weight on the exam. In other words, the “must know” items will account for more points than the “should know” and “nice to know” items.
NNN Representation & use of affine transformations.
NNN Three fundamental transformations: rotation, scaling, translation.
NNN Composition of multiple transformations.
NNN Homogeneous coordinates.
II Actual contents of rotate, scale, translate matrices.
NNN Three forms of 3-D rotation: Euler angle, axis/angle, quaternion.
II Usage of quaternions.
ã Transformation of normal vectors.
NNN Orthographic and perspective projection.
II Standard form of perspective projection.
NNN Canonical camera configuration.
NNN OpenGL camera parameterization ( lookFrom, lookAt, vUp ).
NNN Basic OpenGL techniques for drawing polygon mesh models.
NNN Phong illumination model: diffuse, specular, ambient, point lights.
NNN Shading models: flat, Gouraud, Phong
NNN Texture coordinates and mapping.
NNN Pinhole camera model.
II The physical nature of light (e.g., spectral distributions).
NNN Raster image representation and the RGB color model.
II Image compositing by alpha blending.
ã The anatomy of the eye, and why it implies the sufficiency of a 3-D color space. II The general structure of a CRT display.
ã Full color vs. color lookup table framebuffers.
II Image processing: point processing & filtering. II Image warping.
II Recursive flood fill.
NNN Concept of hierarchical modeling
NNN Matrix stacks for hierarchical transformation composition.
NNN Key-framing
NNN Equations for particle dynamics
II Motion parameterization and forward kinematics II Linear springs
II Spline interpolation for key-framing
II What is inverse kinematics