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MAE152 Computer Graphics for Scientists and Engineers Fall 2003

MAE152 Computer Graphics for Scientists and Engineers Fall 2003. Final Exam Review. Wed, Dec 10, 2003, 7 p.m.-10 p.m. WLH 2205 (I assume) Bring: Pen Pencil Eraser Ruler (at least 6”) Wits Calculator ? (may be, but not required). Features. Easy  Test of Computer Graphics Concepts

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MAE152 Computer Graphics for Scientists and Engineers Fall 2003

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  1. MAE152Computer Graphics for Scientists and EngineersFall 2003 Final Exam Review

  2. Wed, Dec 10, 2003, 7 p.m.-10 p.m. • WLH 2205 (I assume) • Bring: • Pen • Pencil • Eraser • Ruler (at least 6”) • Wits • Calculator ? (may be, but not required)

  3. Features • Easy  • Test of • Computer Graphics Concepts • Graphics-related math • OpenGL knowledge (program structure + some commands) • No descriptive questions • No programming

  4. General Advise • Read the text-book to clear your ideas (if they are not!) • Read the slides: worst case – if you understand slides, you’re more than 50% prepared • Focus on concepts (math) and how they are implemented in OpenGL (via commands)

  5. Math • Homogeneous coordinate system • Matrix representation and multiplication • Vector space and representation • Dot and cross product of vectors

  6. ViewingTransformation (WS -> CS) Modeling Transformation (OS -> WS) Visibility Culling Rasterization & Clipping& Display Illumination Projection Database of 3D models  L N  1R  1V Basic Rendering Pipeline

  7. 2D / 3D Transformation • glTranslate*(), glRotate*(), glScale*() commands in OpenGL • Order of transformations • “Global Coordinates” viewpoint versus “Local” viewpoint • glScale*() does not go well with “Local” thinking if scale is non-uniform and rotation is involved • Example (line)

  8. Transformations… • Projection • Modelview Matrix • Viewpoint transform • Modeling transform • Viewport transform

  9. Color • Hue, saturation, wavelengths, etc • The eye, cones, tristimulus theory, etc • Color spaces (CIE Chart, RGBA, HSV, etc) • Color quantization, device color gamuts

  10. Distance (Attenuation) Diffuse Specular Ambient Global Ambient Emission Viewer n v l p r The Complete Lighting Model

  11. Bezier Curves

  12. Additional Topics Covered • Display lists • Antialiasing and fog • Framebuffer • Texture Mapping

  13. Final Words • You’ve all worked very hard • Graphics is a hard topic… • Symptoms of hardness: No book does good job explaining all topics Professor is a slave driver, tough to understand TA’s / Friends don’t help enough  • Hopefully, you’ve learned a lot • If you’ve worked hard, tried, I will curve to make you pass • If you’re doing well, finish strong!! • Good luck!

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