CSCE4230 - Final Flashcards

1
Q

Construct a scaling matrix

S = (S1, S2, S3)

A

S1 0 0 0
0 S2 0 0
0 0 S3 0
0 0 0 1

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2
Q

Construct a clockwise Rotation by X matrix

A

1 0 0
0 C -S
0 S C

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3
Q

Construct a clockwise Rotation by Y matrix

A

C 0 S
0 1 0
-S 0 C

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4
Q

Construct a clockwise Rotation by Z matrix

A

C -S 0
S C 0
0 0 1

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5
Q

Scalar multiplication
[4][ a11 a12 a13
a21 a22 a23
a31 a32 a33]

A

4(aij) (i,j = 1, 2, 3)

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6
Q

Matrix multiplication

A

(AB)ij = Σ AikBkj

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7
Q

Matrix Transpose

A

(A^T)ij = Aji

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8
Q

Scalar Product

A

<u> = Σ Ui Vi</u>

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9
Q

Vector Cross Product

A

p2p3 - p3p2
p3p1 - p1p3
p1p2 - p2p1

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10
Q

Vector Length

A

||V|| = √v1^2 + v2^2 + v3^2

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11
Q

Orthogonal Vectors

A

U1V1 + U2V2 + U3V3 = 0

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12
Q

Matrix inverse

A

AA^-1 = A^-1 A = I

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13
Q

Orthogonal Matrix

A

U^T = U^-1

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14
Q

Clockwise or Counter-clockwise
1 0 0
0 C S
0 -S C

A

Counterclockwise

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15
Q

Clockwise or Counter-clockwise
1 0 0
0 C -S
0 S C

A

Clockwise

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16
Q

point of intersection of the line defined by points p0 = (x0,y0) and p1 = (x1,y1) with the bottom boundary y = Ymin

A

( (x1 - x0) / (y1 - y0) ) (ymin - y0) + x0 , ymin)

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17
Q

point of intersection of the line defined by points p0 = (x0,y0) and p1 = (x1,y1) with the bottom boundary x = Xmax

A

(xMax , ( (y1-y0) / (x1-x0) ) (xmax - x0) + y0 ) )

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18
Q

rotate counter clockwise about y-axis

A
R = 
C  0  S  0
0   1  0  0
-S  0 C  0
0   0  0  1

R( X, Y, Z, 1 ) = Cx + Sz
y
-Sx + Cz
1

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19
Q

Rotate counter clockwise through angle Theta about the pole

A

1) Rotate 45 degrees CW about Z
2) Rotate CCW through theta about X
3) Rotate 45 degrees CCW about Z

20
Q

Formula for lagrangian polynomial interpolation

A

y0[ (x−x1)(x−x2) / (x0−x1)(x0−x2)] + y1[ (x−x0)(x−x2) / (x1−x0)(x1−x2) ]+y2[ (x−x0)(x−x1)/ (x2−x0)(x2−x1) ]

21
Q

What is the Cohen Sutherland Line Clipping Test

A

C0 | C1 = 0 -> ACCEPT

C0 & C1 != 0 -> REJECT

22
Q

In Phong Illumination what is: Ij

A

Reflective Intensity

23
Q

In Phong Illumination what is: Iaj

A

ambient light intensity

24
Q

In Phong Illumination what is: Ipj

A

point light intensity

25
Q

In Phong Illumination what is: Kdj

A

diffuse reflectivity - delivers surface color

26
Q

In Phong Illumination what is: φ

A

angle of incidence L^T N for unit vectors L, N

27
Q

In Phong Illumination what is: d

A

distance to point source

28
Q

In Phong Illumination what is: Ksj

A

specular reflectivity

29
Q

In Phong Illumination what is: θ

A

V^T R for unit vectors V, R

30
Q

In Phong Illumination what is: n

A

shininess

31
Q

What is Lambert Shading

A

rendering each polygonal face with a single set of RGB intensities

32
Q

What is Gouraud Shading

A

applying an illumination model only at the vertices

33
Q

What is Phong Shading

A

applying the illumination model at every surface point associated with a pixel

34
Q

Computes colors for pixels not associated with vertices by linear interpolation of the vertex value

A

Gouraud Shading

35
Q

Uses normals obtained by linear interpolation of the vertex unit normals

A

Phong Shading

36
Q

This shading suffers from poor highlights

A

Gouraud Shading

37
Q

What is the OpenGL pipeline?

A
OMEPCPNVW
Object Coordinates
  |  Model View
Eye Coordinates
  |  Projection
Clip Coordinates
  |  Perspective Division
Normalized Device Coordinates
  |  Viewport Mapping
Window Coordinates and Depth
38
Q

What is the first property of a Bezier Curve

A

Only the endpoints are interpolated

C(0) = P0 C(1) = Pn

39
Q

What is the second property of a Bezier Curve

A

Continuity

C ∈ (C^∞[0, 1])^3

40
Q

What is the third property of a Bezier Curve

A

The curve is globally controlled by datapoints

41
Q

What is the fourth property of a Bezier Curve

A

C is coordinate-free

42
Q

What is the firth property of a Bezier Curve

A

C has the convex hull property

43
Q

What is the sixth property of a Bezier Curve

A

C has the variation diminishing property

44
Q

construct a counter clockwise rotation about x

A

1 0 0
0 C S
0 -S C

45
Q

construct a counter clockwise rotation about y

A

C 0 -S
0 1 0
S 0 C

46
Q

construct a counter clockwise rotation about z

A

C S 0
-S C 0
0 0 1