Due Nov 15 in lab
- 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's an accumulation buffer good for?
- How can you use XOR to swap the numbers in 2 different registers?
- Briefly define antialiasing.
- Why might aliasing appear in texture mapping?
- What is mipmapping?
- What is the backward mapping problem 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?
- OpenGL requires texture dimensions to be powers of 2. Nevertheless, it provides support for texture maps that are not. What is this support?
- Explain the difference between texture mapping, environment mapping and bump mapping.
- Contrast the following coordinate systems:
- Parametric coordinates
- Texture coordinates
- Object or World Coordinates
- Window Coordinates
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