Introduction to Computer Graphics
Introduction to Computer Graphics CMPS 160
Popular in Course
Popular in ComputerScienence
This 1 page Study Guide was uploaded by Dr. Elyssa Ratke on Monday September 7, 2015. The Study Guide belongs to CMPS 160 at University of California - Santa Cruz taught by Staff in Fall. Since its upload, it has received 61 views. For similar materials see /class/182280/cmps-160-university-of-california-santa-cruz in ComputerScienence at University of California - Santa Cruz.
Reviews for Introduction to Computer Graphics
Report this Material
What is Karma?
Karma is the currency of StudySoup.
You can buy or earn more Karma at anytime and redeem it for class notes, study guides, flashcards, and more!
Date Created: 09/07/15
CMPS 160 7 Aut 2005 I wouldn t expect you to have various precise formulas memorized eg the form of a rotation matrix thus you can use one page of notes A list of topics we covered is below Midterm 1 Midterm 2 Displays Color models CRTs Electromagnetic spectrum LCDs Spectral colors Raster scan vs vector scan Color matching functions Gamma gamma correction CE chromaticity diagram Line drawing rasterization RGB Space Line equation HSV Space DDA Raytracing Bresenham s Line Algorithm Basic algorithm Convex vs concave polygons Shadow rays Testing convexity Reflectedrefracted rays 2D Transformations tabsquot9 by suRersamP mg Vector representation Ora point Distributed ray tracing for estimating integrals Matrix translation rotation scaling Lighting shading Homogeneous coordinates OpenGL ambientdiffusespecular lighting model Composing a string of transformations Phong specular reflection vs Phong shading Concept of changing coordinate systems Gouraud vs Phong shading 3D Transformation Sampling theory 3D rotation around a line as RXRyRZ Point samplin Matrix translation rotation scaling Area weighted sampling Matrix stacks Convolution Object coordinates vs world coordinates Duality of spatial and Fourier domain Modeview matrix Concept of lowhigh frequencies Camera transform duality with object transform Aliasing caused by signal with too high a frequency Hierarchical transforms Solution to aliasing band limit single or sample at Viewing and Perspective h gher frequemy Orthographic vs perspective Aliasing antialiasing World coordinates vs screen coordinates Nyquist frequenc View frustum Supersampling subpixels Near and far clipping planes Image warping textures Oblique parallel projection Concept of oblique perspective projection Viewing pipeline object gt world gt normalized gt Concept of U V coordinates Texture space object space screen space Bump mapping Correct texture filtering problems with point Visibility sampling Back face detection Z buffer Depthbuffer Abuffer list of depths Abuffer openGL accumulation buffer BSP trees Screen space sort vs object space sort
Are you sure you want to buy this material for
You're already Subscribed!
Looks like you've already subscribed to StudySoup, you won't need to purchase another subscription to get this material. To access this material simply click 'View Full Document'