Computer Graphics Fall 2010 group home

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*Rensselaer Polytechnic Institute, Troy NY USA.*
*ECSE-4750 Computer Graphics Fall 2009 Final Exam.*

This exam is open book: you may use calculators and any paper books and notes that you brought with you. You may not use computers or communication devices, or share material with other students.

Answer every question.There are 3 pages with 25 questions.

⇒You may write *FREE* as the correct answer to any three questions.⇐

- _____/1 Suppose that you have 10 triangles that can be arranged
into a triangle fan. How many vertices would you have to specify
to OpenGL if you use the fact that they can be arranged into a
triangle fan.

- ____/1 Which shader is executed first in the graphics pipeline:
*vertex*or*fragment*?

- ____/1 Consider a 3D triangle with vertices (0,0,0), (1,1,1),
(1,-1,2). What is the z value of the point in the triangle with
x=0, y=1?

- ____/1 Consider a sheet of paper with a red object printed on
it. IOW the ink reflects red light. However, that ink also
reflects a lot of the green and blue light. Why?

- ____/1 High spatial frequencies can be bad. Name the technique used to
remove them.

- ____/1 Name the effect which accentuates the visibility of the common
edge between two adjacent bands of slightly different brightness.

- ____/1 Where in your visual system is this implemented: retina,
optic nerve, visual cortex, pineal gland, big toe?

- ____/1 Name the OpenGL technique that takes a texture map and creates a
hierarchy of coarser and coarser versions of it.

- ____/1 What problem of pixels and texels does that solve?

- ____/1 Why can the following not possibly be a 3D Cartesian rotation
matrix: {$$ \begin{pmatrix} 1&1&0\\0&1&0\\0&-1&1\end{pmatrix} $$}

- ____/1 If
*a=(4,5,6)*then write {$(a\times p)\, a$} as a matrix depending on {$a$} times {$p$}.

- ____/1 One way to shade a polygon with many edges is:
- split it into triangles, then
- shade the triangles.

- ____/1 What is the 4x4 homogeneous matrix for
- a 3D rotation by 45 degrees about the X axis,
- followed by this translation:
*x'=x+1, y'=y, z'=z*.

- ____/1 Write the vector formula for the 3D rotation by 45 degrees about the X axis,

- ____/1 Why is the Bresenham algorithm less important now than it once was?

- ____/1 In the graphics pipeline, when a triangle is processed, the
(x,y,z) coordinates of the vertices are interpolated across the whole
triangle to give the coordinates of each fragment. Name two other things
that may commonly be specified at the vertices and then interpolated
across the triangle to give a value for each fragment.

- ____/1 Following the principle that
*less is more*, the OpenGL designers decided not to include some functionality that a program that processes images would probably need. Name it.

- ____/1 As described in Angel, what are the 4 stages of the graphics
pipeline?

- ____/1 Compare Gouraud and Phong shading: Which one is more realistic,
especially for highly curved surfaces?

- ____/1 Why?

- ____/1 Where in the graphics pipeline does texture mapping take place?

- ____/1 When clipping in 3D, how many independent clippers are required in
the pipeline?

- ____/1 When compositing several images, the limited precision of the
color (frame) buffers may hurt the image quality. Therefore, OpenGL also
has another buffer to composit into. Name it.

- ____/1 Name the operation that does this:
"Rather than derive a different projection matrix for each type of
projection, we can convert all projections to orthogonal projections with
the default view volume This strategy allows us to use standard
transformations in the pipeline and makes for efficient clipping"

- ____/1 What function do you call to change the shininess of a surface (when modeling it in OpenGL)?

*END*