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An examination paper for the interactive graphics module (comp9015) in the master of science in software development programme at cork institute of technology. Five questions covering various topics such as real-time rendering, affine transformations, scenegraph, projection types, shading, and shader programming. Intended for university students and is in the form of exam questions.
Typology: Exams
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Semester 1 Examinations 2008/
Module Code: COMP
School: Science
Programme Title: Master of Science in Software Development - Award
Programme Code: KSDEV_9_Y
External Examiner(s): Dr. Bing Wu and Dr. James F. Power Internal Examiner(s): Ms. Helen Fagan
Instructions: Answer 4 of 5
Duration: 2 hours
Sitting: Winter 2008
Requirements for this examination:
Note to Candidates: Please check the Programme Title and the Module Title to ensure that you have received the correct examination paper. If in doubt please contact an Invigilator.
Question 1
i) What is meant by the term Real Time Rendering? (3 marks) ii) Describe what is meant by each of the following terms: a) scan Conversion b) colour depth c) double buffering d) interlaced displays e) CIE Chromaticity Diagram (10 marks)
iii) What are the main properties associated with affine transformations. Why are they useful in computer graphics? (6 marks)
iv) Why are homogenous co-ordinates used to represent transformations in computer graphics? How is a 3D translation represented in the homogenous system? (6 marks)
Question 2
i) Describe a data structure that you would use as a node in a simple scenegraph. Explain the purpose of each of the elements in the data structure. (8 marks)
ii) Draw a scenegraph for a scene containing a lamp and a table. Number the nodes to show the order in which the scenegraph will be traversed. (7 marks)
iii) Outline the typical API you would find in a commercial scenegraph API and explain the advantages of using one. (10 marks)
Question 5
i) Explain what is meant by the fixed and non-fixed pipeline.
(9 marks)
ii) Outline how you would invoke a shader from an openGL program.
(8 marks)
iii) What is the minimum code required for
a) a vertex shader that replicates the fixed-pipeline functionality b) a pass-through fragment shader. Explain the inputs and outputs of each. (8 marks)