Sample Questions 2 -Computer Graphics (ECSE-4750) - Fall 2005
Here are some sample questions for the final exam.
- What are the 3 basic elements of viewing? (see slide set 16)
- What is a projector, in the context of viewing?
- Does projection preserve straight lines?
- Does projection preserve angles?
- Tell me about the default OpenGL projection:
-
where is the camera?
- in which direction does it point?
- what is the default view volume?
- what is the default projection matrix?
- What should we do to the camera or objects if we want to
visualize objects with both +ve and -ve Z coordinates?
- Here is a 2D transformations question that will take some thinking. I want to move an object as follows:
- First, translate by 2 in X.
- Then rotate by 90 degrees about the origin.
- Then translate by 1 in Y.
- Than rotate by another 90 degrees about the origin.
These 4 combined operations could be simplified into one
translation followed by one rotation about the origin. What
would this translation and rotation be?
Alternatively, these 4 combined operations could be
simplified into one rotation about the origin followed by one
translation. What would this rotation and translation be?
- Compute the 4x4 homogeneous transformation matrix to
translate and uniformly scale a volume with corners (1,2,3)
and (4,5,6) to be centered in a cube with corners (0,0,0) and
(1,1,1), and to be as large as possible.
- What is the difference between Gouraud and Phong shading?
- Can Gouraud shading produce a highlight in the interior of a face?
- Can Phong shading produce a highlight in the interior of a face?
- Is Gouraud shading faster than Phong?
- What is the rendering equation?
- Can the standard OpenGL pipeline easily handle light
scattering from object to object?
- Can the rendering equation handle light scattering from
object to object?
- How can a piece of plastic look white when the light
glances off it, but look red when the light hits it straight
on? In both cases, the incident light is white.
- Using ambient light is a simplification for what?
- Smooth and rough surfaces reflect light differently how?
- What is a Lambertian surface?
- How did Phong model surfaces of different shininess?
I.e., what changed in his equation?
- Find a normal vector to the plane thru the 3 points:
(0,0,0), (1,1,1), (2,2,2).
- Why does OpenGL requires you explicitly to enable shading,
instead of having it on all the time?
- What's special about a spot light?
- Normalize the following vector: (3,4,12).
- What's an accumulation buffer good for?
- How can you use XOR to swap the numbers in 2 different registers?
- What's the difference between a bitmap and a pixelmap?
- Cohen-Sutherland clipping is efficient when most of the
input lines have what property?
- Briefly describe Cohen-Sutherland clipping.
- Find the intersection point between the plane x+y+z=1 and
the line x=y=z=t (t is a parameter).
- What is the Mach band effect?
- Briefly define antialiasing.
- What is mipmapping?
- Sort these coordinate systems in order that they process the data.
- parametric
- screen
- texture
- world
- What is the backward mapping problem in texture mapping?
- What is area averaging in texture mapping?
- What is a big problem with the painters algorithm?
- If your scene is fixed but your viewpoint changes, what is
the name for a good tree preprocessing technique to display
it?
- Do the Bresenham circle algorithm for a circle of radius 18.
- What property of the eye allows us to represent a color with 3 values?
- Give 4 reasons why color printers have black ink, even
though printing cyan, magenta, and yellow on top of each other
produces a form of black.
- In NTSC which of the three primary colors weighs the most
in the luminance? Which weighs the least?
- Gamma describes what property of a CRT?
- Give the relative advantages and disadvantages of
explicit, implicit, and parametric curves.
- Transform this parametric curve into an explicit one:
x=t+1, y=t2
- What degree of continuity do you usually need at a joint
between two spline curves so that the user can't see the
joint?
- Give a parametric representation of a cylinder. Find the
partial derivatives for a point on the surface. Take their
cross product to find the normal vector at any point.
- What is one problem with interpolating a spline through
the control points instead of approximating a spline near the
points?
- Find the cubic parametric Bezier curve through these
control points: (0,0), (1,0), (0,1), (1,1).
- Interpolate a quadratic explicit polynomial through these
points: (0,0), (1,0), (2,1).