Past Midterm and Exam Questions (PDF) - Student.cs.uwaterloo.ca ...
Past Midterm and Exam Questions (PDF) - Student.cs.uwaterloo.ca ...
Past Midterm and Exam Questions (PDF) - Student.cs.uwaterloo.ca ...
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72 CS488/688 Introduction to Computer Graphi<strong>cs</strong><br />
71. A perspective transformation transform everything that’s behind the viewer (in the unprojected<br />
space) to be in front of the viewer. Potentially, this could result in objects that are<br />
behind the viewer erroneously appearing on the screen. How do avoid this problem?<br />
72. After multipling a 3D point whose matrix is [x, y, z, 1] t by the perspective transformation<br />
matrix, we get the matrix [A, B, C, D] t . What remains to complete the perspective transformation?<br />
Be specific (i.e., show the final result in terms of A, B, C, <strong>and</strong> D).<br />
73. When performing a lighting <strong>ca</strong>lculation, we attenuate the intensity of the light based on the<br />
distance from the light to the point on a surface at which we are performing the lighting<br />
<strong>ca</strong>lculation. However, we do not attenuate the intensity to account for the distance from the<br />
viewer to the point on the surface.<br />
Why do we attenuate the intensity in the former <strong>ca</strong>se but not in the latter <strong>ca</strong>se?<br />
74. Shadow maps are one way of achieving shadows on an OpenGL renderer. Describe the shadow<br />
map method <strong>and</strong> what hardware support/features are needed to use it.<br />
75. Name (or describe or otherwise illustrate) the three real-time shadowing algorithms described<br />
in class. Circle the one that could most easily be adapted for use in a ray tracer.<br />
76. Give one specific example of how Pixar animators made use of the traditional Disney animation<br />
principles to create more engaging characters in the animation Luxo Jr..<br />
77. Explain in one or two sentences why the CMYK colour space is referred to as a “subtractive”<br />
colour space.<br />
78. The Sutherl<strong>and</strong>-Hodgman clipping algorithm <strong>ca</strong>n be used to clip an arbitrary polygon P to<br />
a convex window W. Below are four copies of the same rectangular window W. Draw a<br />
quadrilateral (four-sided polygon) P for each window so<br />
that the resulting clipped polygons have 3, 4, 5, <strong>and</strong> 6 sides.<br />
79. Suppose you have three line segments that are parallel to the projection plane <strong>and</strong> are aligned<br />
in 3D with the up axis of the screen, <strong>and</strong> whose perspective projections onto the screen are<br />
shown in the following diagram: