main-finalexamreview

Notes for the CS559 Final Exam

The exam will be at 2:45pm. It is scheduled to be in Room 1221CS (the same room as lecture).

The exam is scheduled for a 2 hour time slot. It will be closed book and closed notes.

The exam is cummulative - material that was on the midterm is still fair game. There will be an emphasis on the material in the latter half of the course.

The best source of review materials are the Lecture Notes. You should also look over the assigned readings. There will not be too many questions from topics in the book that we didn’t at least allude to in class.

We will not ask you questions about FlTk. We do not expect you to know the details of OpenGL function calls or GLSL syntax (but we do expect you to know the concepts).

The topics that are fair game(in reverse order):

  • Visualization - will not be included on the exam

  • Image compression concepts (note: since there wasn’t a reading, I won’t ask any details - just the general concepts)

    • lossless coding (entropy coding)
    • lossy / perceptual coding
  • HDR, Tone Mapping, Bi-Lateral Filters (the basic concepts). You don’t need to know the details of the other tone mapping methods in the book, but you should have some awareness of them.

  • Color

    • tristimulus concepts, imaginary colors, gamut
    • gamut analysis, CIE diagrams
    • artist centric color systems
  • Realistic Rendering

    • Ray tracing concepts (from the book and lecture)
    • light transport (what kinds of effects will different algorithms produce)
  • Surfaces

    • basic ideas of tensor product (polynomial) surfaces
    • subdivision concepts (limit surfaces)
    • catmull-clark, butterfly, and loop surfaces
    • advantages of using subdivision
  • Graphics hardware

    • basic idea of the pipeline
    • concepts in programmable shading
    • anti-aliasing
  • Texture Mapping

    • assigning texture coordinates
    • coordinate interpolation
    • texture sampling and mip-mapping / tri-linear filtering
    • advanced texturing (bump mapping, displacement mapping, environment mapping)
  • More Curves

    • approximating curves

    • adaptive sampling

    • Bezier curves

      • critical properties
      • algorithms for drawing and dividing
  • Curves

    • continuity and parameterization
    • curve forms
    • cubic curve types, especially cardinals
  • Shape and Appearance

    • hidden surface removal

      • painters algorithms and variants
      • z-buffer algorithm and its issues
    • local lighting

      • what is local lighting
      • phong model (diffuse, specular, ambient)
      • shading types (gouraud vs. phone)
  • Drawing in 3D

    • visibilty (zbuffer, painters, bsp, …)
    • different kinds of projections
    • 3D Transformations (especially rotations)
    • multiple stacks
  • Graphics Geometry

    • 2D primitives
    • 2D linear transformations
    • homogeneous coordinates
    • composition of transforms (and order)
    • interpretations of coordinate systems
    • hierarchical coordinate systems and matrix stacks
    • 3D right hand rule
    • rotations in 2D
  • Image Manipulations

    • generalized resampling
    • using filter to change images (blurring, sharpening)
    • compositing
  • Image/Signal Processing

    • aliasing and other issues from discrete representations
    • frequency domain concepts
    • sampling and reconstruction
    • convolutions and spatial domain implementations of sampling theory
  • Image Concepts

    • Definitions of
    • Discretization and quantization
    • Gamma
    • Brezenham’s algorithm
Page last modified on December 11, 2008, at 01:46 PM