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
In Phong Illumination what is: Kdj
diffuse reflectivity - delivers surface color
26
In Phong Illumination what is: φ
angle of incidence L^T N for unit vectors L, N
27
In Phong Illumination what is: d
distance to point source
28
In Phong Illumination what is: Ksj
specular reflectivity
29
In Phong Illumination what is: θ
V^T R for unit vectors V, R
30
In Phong Illumination what is: n
shininess
31
What is Lambert Shading
rendering each polygonal face with a single set of RGB intensities
32
What is Gouraud Shading
applying an illumination model only at the vertices
33
What is Phong Shading
applying the illumination model at every surface point associated with a pixel
34
Computes colors for pixels not associated with vertices by linear interpolation of the vertex value
Gouraud Shading
35
Uses normals obtained by linear interpolation of the vertex unit normals
Phong Shading
36
This shading suffers from poor highlights
Gouraud Shading
37
What is the OpenGL pipeline?
``` OMEPCPNVW Object Coordinates | Model View Eye Coordinates | Projection Clip Coordinates | Perspective Division Normalized Device Coordinates | Viewport Mapping Window Coordinates and Depth ```
38
What is the first property of a Bezier Curve
Only the endpoints are interpolated | C(0) = P0 C(1) = Pn
39
What is the second property of a Bezier Curve
Continuity | C ∈ (C^∞[0, 1])^3
40
What is the third property of a Bezier Curve
The curve is globally controlled by datapoints
41
What is the fourth property of a Bezier Curve
C is coordinate-free
42
What is the firth property of a Bezier Curve
C has the convex hull property
43
What is the sixth property of a Bezier Curve
C has the variation diminishing property
44
construct a counter clockwise rotation about x
1 0 0 0 C S 0 -S C
45
construct a counter clockwise rotation about y
C 0 -S 0 1 0 S 0 C
46
construct a counter clockwise rotation about z
C S 0 -S C 0 0 0 1