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36 Cards in this Set
- Front
- Back
bits per pixels needed for 128 gray levels? |
7 bits (2^7) |
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how do you get normal vector of 3d plane represented by 3 points: a,b,c |
a = (x2-x1,y2-y1,z2-z1) b=(x3-x1,y3-y1,z3-z1) Then cross product:
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Cross Product of axb = (a1,a2,a3)X(b1,b2,b3) |
ia2b3+ja3b1+ka1b2-ja1b3-ia3b2-ka2b1 |
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Benefit of motion capture system |
Realistic motion but expensive system |
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difference between GL_LINE_LOOP and GL_POLYGON? |
polygon fills the shape with a solid color, line loop is an outline only |
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purpose of glutInitDisplayMode(GLUT_DOUBLE)? |
double buffer system, it sets a second buffer for the display window |
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A sum of a point and a vector is a point (true/false) |
TRUE. A vector is a displacement of the point to another point |
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What is the dimensionality in which the vertices in OpenGL are processed? |
4D (4 dimensional) |
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suppose following function: y=sin(x), -2 <= x <= 2 (domain), -1 <= y <= 1(range)
Plot in openGL window of size 640x480 so the specified area fits the entire window. Write OpenGL code that does this. |
glMatrixMode(GL_Projection); glLoadIdentity(); gluOrtho2D(-2,2,-1,1); glViewPort(0,0,640,480); |
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TRUE/FALSE. A translation T followed by rotation R is the same as rotation R followed by translation T |
FLASE T*R != R*T |
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TRUE/FALSE The last row of a 3D affine transformation matrix is always (0 0 0 1) |
True |
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What is the purpose of the OpenGL modeling transformation stack? |
Push/pop allows us to go to previous transformation states. Basically it allows for 'history' |
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TRUE/FALSE A quadrilateral is always a convex polygon? |
True. Duh |
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Write OpenGL statement to set the foreground color to cyan |
glColor3f(0.0,1.0,1.0)
mix of green and blue |
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advantage of outline based text representation over bitmap-based? |
Outline based saves space and it's 'scale independent' ie. no loss of quality on expand/shrink |
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suppose you performed a 2D rotation about the origin by the angle THETA. Write affine trans matrix that would undo this roation |
[ cosTHETA sinTHETA 0 0] [ -sinTHETA cosTHETA 0 0] [0 0 1 0] [0 0 0 1] |
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TRUE/FALSE a 45 degree x roll followed by 90 degree y-roll would be the same thing reversed? |
False |
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describe how a cube-shaped box would be displayed on the screen under parallel projection vs. perspective projection |
On parallel each side would be truly parallel. On perspective is would change based on distance from the viewer, looks more realistic like the human eye sees. (remember skyscraper example Kang drew) |
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TRUE/FALSE gluLookAt function determines the shape of the view volume |
False. gluLookAt sets viewing matrix, projection matrix sets the shape of view volume |
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TRUE/FALSE In 3d graphics, the depth buffer isn't needed when rendering wireframes |
True, if you can see everything like in a wire frame, why would you need depth to determine what can and cant be seen? |
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Using homogenous representation, prove that an affine combination of two points is a point. |
aA+bB a+b=1 so a=1-b
(1-b)(x1,y1,z1,1) + b(x2,y2,z2,1) = ((1-b)x1+bx2,...etc...,1) |
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How has computer graphics advanced science? |
visualization of math functions (graphs), modeling of bacteria/viruses, molecules, etc. CAD |
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a smooth curve must be converted to a polyline before display. Why? |
display is a collection of discrete pixels so it can't display a truly smooth curve |
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TRUE/FALSE A convex polygon is a simple polygon |
True (no intersections when convex) |
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What is the color depth of True Color? |
24 (24 bits) =~ 16 million colors |
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TRUE/FALSE OpenGL system has origin at the upper left |
False, it's bottom left |
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What is wrong with: glColor3f(1.0, 0.3, 0.5 , 1.0); |
3f should only have 3 floating point #'s, not 4 (the alpha value) |
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what does glFlush do? |
outputs current drawing in the buffer to the display. in kang's words: display everything you have specified so far |
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Difference between GL_PROJECTION and GL_MODELVIEW |
GL_PROJ creates viewing volumes. MODELVIEW holds the transformations and camera view |
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Aspect ratio of 1080p? (1920x1080) |
16:9 = 1920/1080 |
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Prove that Bezier curve always passes through first and last control points |
coeffecients determined by ((1-t)+t)^n where n is the # of control points minus one.
So if t=0, the point = 1,0,0,0,.etc.....0 if t=1, the point = 0,0,0,0.etc....,1 |
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Supposed their is a plane represented by triangle ABC with coordinates A(1,0,2), B(2,3,0) and C(1,2,4). Computer the normal vectore of the plane |
GET ANSWER |
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Write code to generate a snowflake using the structure on left |
void drawBranch(){ drawElement(); glScaled(1,-1,1); drawElement(); }
//In main
for (i=0,i<6,i++){ glPushMatrix(); glRotated(60*i,0,0,1); // 360degrees/6branches drawBranch(); glPopMatrix; } |
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derive parametric form for a circle with radius r |
x = r*cos(t) y = r*sin(t)
0 <= t <= 2PI |
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Window to viewport conversion formula |
sx = Ax+B sy = Cy+D
A=(V.r-V.l)/(W.r-W.l) B=(V.t-V.b)/(W.t-W.b) C=V.l-A(W.l) D=V.b-B(W.b)
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interpolation steps |
Draw graphs.
If intermediate step = 50%, find midpoints between each given points |