Guide to the 2006 Computer Graphics Final Exam
The final exam will be Wednesday, December 20th at 12:25pm in Room 1221CS.
Some of the questions from the exam will be made available on the class website sometime after 5pm on Friday the 15th. However, the exam is designed that you can do the whole thing in class.
You will be permitted to bring a single "letter sized" (8 1/2 x 11) piece of paper with notes to the exam.
The exam is cummulative, but there will be an emphasis on topics that were not on the midterm.
All topics that were discussed in class are fair game. The Main.LectureNotes are a good way to remind yourself what we talked about in class. Topics from the required readings are also fair game.
An outline of topics that were covered before the midterm was posted here.
An outline of the topics after the midterm that you should know about:
- Approximating Curves
- Bezier curves, especially the DeCastlejau algorithm
- B-Spline curves
- Local Lighting
- The phong lighting model (diffuse and specular lighting)
- Different shading methods (flat, Gouraud, Phong)
- Texture mapping
- Texture sampling (mipmaps)
- Real time rendering tricks using texture mapping
- Texture map variants (environment maps, shadow maps, ...)
- Polygonal Mesh representation
- ideas behind efficient mesh representation schemes (vs. triangle soup)
- Smooth Surface modeling
- note: we did not really cover the details of tensor product surfaces other than bilinear patches
- you should understand the issues in using surface representations, particularly to appreciate subdivision surfaces
- Subdivision Surfaces
- Motivation and basic ideas of limit surfaces
- Interpolating triangle schemes (butterfly, modified butterfly)
- approximating triangle schemes (loop, catmull clark)
- Rendering
- basic concepts of ray tracing
- sampling issues and distributed ray tracing
- light path calculus (regular expressions for light paths)
- graphics hardware
- limitations of the shader model
- image-based rendering
- the plenoptic function
- panoramic (QTVR) and lightfield methods
- animation
- animation principles
- keyframing