Final Exam Questions
The final will consist of two parts: the first part will contain 3
questions similar to those in homework 1. Please carefully review
lectures 2 and 3. The second part will contain three questions from
the list below (possibly with small variations).
You should not use any recorded information
at the exam. When you are asked to explain or describe
a formula or an algorithm,
this means that you have to write a narrative explanation of the idea,
not a formal proof or highly -detailed derivation.
Please keep in mind that, while final is
important, your performance on the homeworks will have primary
importance for your grade. To get an A, you have to turn in all the
homeworks (and of course do well on them).
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- Describe the Bresenham algorithm for drawing lines. Explain the
difference between the Bresenham algorithm and DDA.
- Explain the algorithm for scan-converting convex polygons. It is not
necessary to write the code, a precise narrative description is
sufficient.
- What is the homogeneous form of a 2D point? What is the
homogeneous equation of a line? Write the formula for the intersection
of two lines specified in homogeneous form.
-
Write the matrix of the mapping of a square to a quad and
explain how it is derived.
- Describe examples of aliasing. Explain what can happen if an
image is resized using the "round to nearest-pixel" approach.
State and explain the formula for shrinking an image.
- Write the convolution formula in 1D.
Explain the algorithm for blurring and sharpening the image.
Provide 2 examples of blurring filters.
- What is the homogeneous form of a 3D point? What is the
homogeneous equation of a plane? Write the formula for a translation
in homogeneous form. Give examples of transformations that do not
commute.
- Explain how transformation hierarchy is used to define complex
objects. Describe an example in detail, showing the state of the
transformation stack.
- Describe the transformations at different stages in the graphics
pipeline. Explain what each transformation does. In particular,
explain what the perspective transformation does, and how the matrix
is constructed (you do not have to spell out the complete matrix, but
you have to explain from which matrices it is composed, and specify
these matrices as precisely as you can).
-
Explain what a cubic B-spline curve is, and what are the cubic spline
basis functions (you do not have to write the explicit formulas, just
state the important properties and sketch a plot). Explain how to
compute piecewise-linear approximation to the spline curve using
subdivision. How the endpoints can be handled?
- Describe the Z-buffer algorithm and the painter's algorithm.
For what type of scenes Z-buffer does not perform well? What effects
are difficult to implement with Z-buffer? Explain why large
difference between the far and near distances in the projection
transformation will have a negative effect on Z-buffer performance.
- Describe the recursive ray-tracing algorithm. Write the formula
for the reflected ray; state Snell's law.
- Explain how to intersect rays with a cylinder and a cone.
You do not have to write down the precise formula, but you have to
describe the whole algorithm, and how the equations for intersections
are obtained.
- Write the equation for the Phong illumination model. Explain what
diffuse, specular and ambient terms are. Give examples of diffuse and
specular surfaces. How "plastic" and "metallic" appearances can be
approximated?