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# Computer Graphics 22C 151

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This 7 page Class Notes was uploaded by Dr. Humberto Beier on Friday October 23, 2015. The Class Notes belongs to 22C 151 at University of Iowa taught by Christopher Wyman in Fall. Since its upload, it has received 28 views. For similar materials see /class/228038/22c-151-university-of-iowa in ComputerScienence at University of Iowa.

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Date Created: 10/23/15

22C151 Computer Graphics Fall 2004 Final Exam Review The nal exam will be at 12002100 on Wednesday December 15 The exam will be open book amp open note You may bring a calculator but you should really not need it The exam will mostly consist of short answer format questions The basic idea of the exam will be to see if you understand the concepts 7 determining if you can code is the job of the homeworks not the exam At most you will have to interpret code not write it None of the questions are trick questions and most of them have simple answers The exam is roughly the same length as the midterm The exam is worth 100 points 7 5 problems each worth 20 points The 5 problems are divided up into a total of 20 subproblems Three of the 20 subproblems will involve computation The numbers are simple enough that you should not need a calculator but you are welcome to use one I m trying something different on this exam Each of the 5 problems has a bonus part worth 2 points Correctly answered bonus questions will only help recoup points you may lose on the same problem not elsewhere on the exam They are generally are more dif cult than the other parts so you should only think about them if you have enough time Suggested test taking strategy 1 Read the entire exam 2 Answer all easy questions 7 those you don t need to look at notes for 3 Answer questions you feel con dent about but may need to look up the correct formula matrix etc 4 Answer questions you need to ponder 5 Answer bonus questions 6 Check your exams for errors Common themes from the midterm Make sure you answer ALL parts of a question When asked for short answers one or two words is often suf cient if you nd the need to write more than 2 sentences you re probably writing too much Show all your work on computation problems Generally concepts from before the midterm will not directly be covered on the nal So no line rasterization for instance Though the general concept of interpolation maybe be used elsewhere on the exam Things you may wish to review 0 Basic linear algebra Vectors dot products cross products matrix multiplication etc o Shading models What are ambient diffuse and specular How are they combined in Phong 0 Texture mapping What is it How do you map onto a square A triangle A cone A sphere An arbitrary object What is a projective texture When is automatic texture coordinate generation useful What is texture aliasing What causes it How do you x it o What is parameterization Where is it useful How is a line parameterized How about a surface 0 What are barycentric coordinates How do you compute them Where are they used o Shadows What types of shadow techniques did we talk about Review projective shadows how do they work how do you compute them make sure you know they are different than projective textures How are shadow maps different than projective shadows What s the basic idea behind shadow mapping Could you reproduce highlevel pseudocode doing projective shadows or shadow mapping Do you understand it 0 Ray tracing amp path tracing What s the difference between ray tracing and path tracing What s the basic idea behind ray tracing Could you describe at a high level how to generate a ray What do you do with a ray once you have it How do you intersect rays with a plane A sphere A triangle How are barycentric coordinates useful for ray tracing How do you do shadows in ray tracing How about re ection Refraction How are radiant energy radiant ux radiosity irradiance and radiance related What is the basic idea behind Monte Carlo Integration Why do we need it for path tracing What is the rendering equation What do the different parts of the equation mean 0 Re ection and Refraction What information do you need to compute a re ection What s the equation for computing a re ection direction What information do you need to compute a refraction What s the equation for computing a refraction direction What equation relates the incident angle to the transmitted angle in refraction What is total internal re ection Why would you get total internal re ection What is a critical angle What does it mean 0 Vertex and Fragment Shaders What makes them powerful What advantages do they have Limitations What can you do with the instructions in a shader What can t you do with the instructions in a shader What inputs do you have in vertex and fragment shaders What can you output from a vertex or fragment shader What OpenGL state can you access inside a shader Bezier curves from the Dec 7th class will NOT be covered on the exam I will speci cally not answer any of the questions posed above via email between now and the nal I will however discuss these questions with you in person You can ask either in class on Thursday December 9th in my o lce hours on the 7th 9th or 14th or by stopping by my o lce at other tim es 1 will have o lce hours on Tuesday December 14th from 101215 and from 130230 22C151 Computer Graphics Fall 2007 Final Exam Review The nal exam will be at 215 415 pm on Tuesday December 18 in MLH 221 The exam will be open book amp open note You may bring a calculator but you should really not need it The exam will mostly consist of short answer format questions The basic idea of the exam will be to see if you understand the concepts 7 determining if you can code is the job of the homeworks not the exam At most you will have to interpret code not write it None of the questions are trick questions and most of them have simple answers The exam is roughly the same length as the midterm Common themes from the midterm Make sure you answer ALL parts of a question When asked for short answers one or two words is often suf cient if you nd the need to write more than 2 sentences you re probably writing too much Show all your work on computation problems Also my suggestion is to read the entire exam before starting so you know which problems will prove dif cult and can avoid spending too much time on the simple problems Generally concepts from before the midterm will not directly be covered on the nal So no line rasterization for instance Though the general concept of interpolation maybe be used elsewhere on the exam Things you may wish to review 0 Basic linear algebra Vectors dot products cross products matrix multiplication etc 0 Texture mapping What is it How do you map onto a square A triangle A cone A sphere An arbitrary object What is a projective texture When is automatic texture coordinate generation useful What is texture aliasing What causes it How might you x it o What is pararneterization Where is it useful How is a line pararneterized How about a surface 0 Shadows What types of shadow techniques did we talk about Review projective shadows how do they work how do you compute them make sure you know they are different than projective textures How are shadow maps different than projective shadows What s the basic idea behind shadow mapping Could you reproduce highlevel pseudocode doing projective shadows or shadow mapping Do you understand it 0 Ray tracing amp path tracing What s the difference between ray tracing and path tracing What s the basic idea behind ray tracing Could you describe at a high level how to generate a ray What do you do with a ray once you have it How do you intersect rays with a plane A sphere A triangle How are barycentric coordinates useful for ray tracing What are barycentric coordinates How do you do shadows in ray tracing How about re ection Refraction What is the basic idea behind Monte Carlo Integration Why do we need it for path tracing What is the rendering equation What do the different parts of the equation mean 0 Re ection and Refraction What information do you need to compute a re ection What s the equation for computing a re ection direction What information do you need to compute a refraction What s the equation for computing a refraction direction What equation relates the incident angle to the transmitted angle in refraction What is total internal re ection Why would you get total internal re ection What is a critical angle What does it mean 0 Vertex and Fragment Shaders Why might you want a programmable shader How is the underlying hardware different than a CPU How is programming a shader different that programming in C What sort of performance gotchas do you have to be aware of What sort of inputs do you have in vertex and fragment shaders What can you output from a vertex or fragment shader What OpenGL state can you access inside a shader o Bezier Curves only at a high level depending on coverage on Tuesday Dec 11th Why would one want to use a curve instead of straight lines What sorts ofcurves are useful eg what degree polynomials How can you determine a point pu on a Bezier curve I will explicitly not answer any of the questions posed above via email between now and the nal I will however discuss these questions with you in person You can ask either in class on Thursday December 13th in my o lce hours on the 13th 17th or 18th or by stopping by my of ce at other times lwill have extra of ce hours on Monday December 17th from 12307200 and before the exam on Tuesday December 18th from 1230200 I may forget to open my door so please knock 22C151 Computer Graphics Fall 2005 Final Exam Review The nal exam will be at 215 415 on Tuesday December 13 The exam will be open book amp open note You may bring a calculator but you should really not need it The exam will mostly consist of short answer format questions The basic idea of the exam will be to see if you understand the concepts 7 determining if you can code is the job of the homeworks not the exam At most you will have to interpret code not write it None of the questions are trick questions and most of them have simple answers The exam is roughly the same length as the midterm It consists of 5 questions of roughly 20 points each divided into 25 subquestions Three parts will involve computation and represent 20725 of the total points Common themes from the midterm Make sure you answer ALL parts of a question When asked for short answers one or two words is often suf cient if you nd the need to write more than 2 sentences you re probably writing too much Show all your work on computation problems Also my suggestion is to read the entire exam before starting so you know which problems will prove dif cult and can avoid spending too much time on the simple problem s Generally concepts from before the midterm will not directly be covered on the nal So no line rasterization for instance Though the general concept of interpolation maybe be used elsewhere on the exam Things you may wish to review 0 Basic linear algebra Vectors dot products cross products matrix multiplication etc 0 Texture mapping What is it How do you map onto a square A triangle A cone A sphere An arbitrary object What is a projective texture When is automatic texture coordinate generation useful What is texture aliasing What causes it How do you x it o What is pararneterization Where is it useful How is a line parameterized How about a surface 0 Shadows What types of shadow techniques did we talk about Review projective shadows how do they work how do you compute them make sure you know they are different than projective textures How are shadow maps different than projective shadows What s the basic idea behind shadow mapping Could you reproduce highlevel pseudocode doing projective shadows or shadow mapping Do you understand it 0 Ray tracing amp path tracing What s the difference between ray tracing and path tracing What s the basic idea behind ray tracing Could you describe at a high level how to generate a ray What do you do with a ray once you have it How do you intersect rays with a plane A sphere A triangle How are barycentric coordinates useful for ray tracing How do you do shadows in ray tracing How about re ection Refraction How are radiant energy radiant ux radiosity irradiance and radiance related What is the basic idea behind Monte Carlo Integration Why do we need it for path tracing What is the rendering equation What do the different parts of the equation mean 0 Re ection and Refraction What information do you need to compute a re ection What s the equation for computing a re ection direction What information do you need to compute a refraction What s the equation for computing a refraction direction What equation relates the incident angle to the transmitted angle in refraction What is total internal re ection Why would you get total internal re ection What is a critical angle What does it mean 0 Vertex and Fragment Shaders What makes them powerful Why are they useful What can you do with the instructions in a shader What can t you do with the instructions in a shader What inputs do you have in vertex and fragment shaders What can you output from a vertex or fragment shader What OpenGL state can you access inside a shader o Convex Hulls Voronoi Diagrams What is a convex hull Know basic running time complexity differences between convex hull techniques What is a Voroni diagram Bezier curves from the Dec 6th class will NOT be covered on the exam I will explicitly not answer any of the questions posed above via email between now and the nal I will however discuss these questions with you in person You can ask either in class on Thursday December 8th in my o lce hours on the 8th 9th or 12th or by stopping by my o lce at other times I will have extra o lce hours on Friday December 9th and Monday December 12th from 104571215 22C 151 Computer Graphics Fall 2007 Midterm Review The midterm will be at 9301045 on Thursday October 18 The exam will be open book amp open note No calculator will be needed though you may bring one especially if simplifying things like sin 60 or cot 45 is dif cult The exam will mostly consist of short answer format questions The basic idea of the exam will be to see if you understand the concepts 7 determining if you can code is the job of the homeworks not the exam At most you will have to interpret code not write it None of the questions will be trick questions andmany of them will have simple answers If you know the concepts well you may be done in half an hour Those of you who need to refer to the book for most questions will have dif culty nishing in the allotted time Things you may wish to review should you feel rusty What is a PPM le Basics of monitors What are R G B and A How do these relate to human vision Why is OpenGL called a state machine What is a state machine Basic GLUT functionality Callback routines Basic OpenGL commands for drawing Primitives allowable in OpenGL What do various parameters to ngeginO mean Bresenham s line algorithm The difference between Bresenham s algorithm and the incremental approach the simple approach we examined rst Smooth vs at shading Interpolation Triangle rasterization Boundary conditions for triangle rasterization Color interpolation for triangles Homogeneous coordinates and their use Why do we needwant a homogeneous coordinate system Transformations matrices how they re implemented in OpenGL and ordering of transformations Why do we need 4 X 4 matrices in OpenGL What do the extra row and column do Perspective What is a matrix stack Why is it useful What is a zbuffer What does it store How do you enable it in OpenGL OpenGL lighting What is the process of enabling it What parameters are required How are these parameters affected by OpenGL state Basics of OpenGL texturing How might you apply an image to a triangle a plane a cone a sphere a cow llipmapping will not be on the midterm exam but I might ask about texturing problems that motive mipm aps

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