Title: Jinxiang Chai
1Computer Graphics CPSC 441
2Final exam
- Time 100pm-300, 5/12
- Location HRBB 113
3Scan Line Conversion
- How to draw a line?
- - Digital Differential Analyzer (DDA)
- - Midpoint algorithm
- - Understand both algorithms
- - Strengths and limitations
4Scan Conversion of Polygons
- How to draw a polygons?
- - Active edge list
- - Boundary fill
- - Flood fill
- - Understand three algorithms
- - Limitations and strengths
5Clipping Lines
6Clipping Lines
7Clipping Lines
- Given a line with end-points (x0, y0), (x1, y1)
- and clipping window (xmin, ymin), (xmax, ymax),
- determine if line should be drawn and clipped
end-points of line to draw.
(xmax,ymax)
(x1, y1)
(x0, y0)
(xmin,ymin)
8Line Clipping
- How to clip a line?
- - Simple line clipping algorithm
- - Cohen--Sutherland
- - Liang-Barsky
-
-
9Clipping Polygons
- Clipping polygons is more complex than clipping
the individual lines - - Input polygon
10Clipping Polygons
- Clipping polygons is more complex than clipping
the individual lines - - Input polygon
- - Output original polygon, new polygon, or
nothing
11Polygon Clipping
- How to clip a polygon?
- - Sutherland-Hodgman Clipping (convex
polygons) - - Weiler-Atherton Algorithm (general
polygons) -
-
122D/3D Transformation
- Various transform matrices
- - 2D/3D rotation
- - 2D/3D translation
- - 2D/3D scaling
- - 2D affine transform
-
132D/3D Coordinate Transformation
- Various transform matrix
- - 2D/3D rotation
- - 2D/3D translation
- - 2D/3D scaling
- - 2D affine transform
- How to do 2D/3D matrix composition
-
142D Coordinate Transformation
- Transform object description from to
p
14
152D Coordinate Transformation
p
15
162D Coordinate Transformation
0
1
p
0
1
16
172D Coordinate Transformation
p
17
182D Coordinate Transformation
p
18
19Composite 2D/3D Transformation
19
20Composite 2D/3D Transformation
20
21Composite 2D/3D Transformation
?
Given , , how to compute the
global position of the point p?
21
222D/3D Hierarchical Models
- Hierarchical model can be composed of instances
using trees or directed acyclic graphs (DAGs) - - edges contains geometric transformations
- - nodes contains geometry
world
base
Upper arm
lower arm
23A More Complex Example Human Figure
24Motion Capture Data
253D-gt2D Geometry Pipeline
Rotate and translate the camera
View space
World space
Object space
Focal length
Aspect ratio resolution
Normalized project space
Image space
25
263D Geometry Pipeline
- Before being turned into pixels by graphics
hardware, a piece of geometry goes through a
number of transformations...
Model space (Object space)
26
273D Geometry Pipeline
- Before being turned into pixels by graphics
hardware, a piece of geometry goes through a
number of transformations...
World space (Object space)
27
283D Geometry Pipeline
- Before being turned into pixels by graphics
hardware, a piece of geometry goes through a
number of transformations...
Eye space (View space)
28
293D Geometry Pipeline
- Before being turned into pixels by graphics
hardware, a piece of geometry goes through a
number of transformations...
Normalized projection space
29
30Projections
- Parallel projection
- - definition
- - properties
- Perspective projection
- - definition
- - homogeneous coordinates
- - vanishing point
- - properties
-
313D Geometry Pipeline
- Before being turned into pixels by graphics
hardware, a piece of geometry goes through a
number of transformations...
Image space, window space, raster space, screen
space, device space
31
323D Rendering pipeline
Modeling transformation
Transform into 3D world system
Illuminate according to lighting and reflectance
lighting
Transform into 3D camera coordinate system
Viewing transformation
Transform into 2D camera system
Project transformation
Clip primitives outside cameras view
Clipping
Draw pixels (includes texturing, hidden surface,
etc.)
Scan conversion
Image
33Hidden Surface Removals
- Backface Culling
- Painters algorithm
- BSP
- Z-buffer
- Scan line
- Ray casting
34Color
- Human visual system
- Tristimulus of Color Theory
- Chromaticity
- Different colors models
35Tristimulus of Color Theory
- Spectral-response functions of each of the three
types of cones - Color matching function based on RGB
- - any spectral color can be represented as a
linear combination of these primary colors
36Chromaticity Diagram
- Determining purity and dominant wave length for a
given color - Identify complementary colors
- Compare color gamuts for different primaries
Image taken from http//fourier.eng.hmc.edu/e180/h
andouts/color1/node27.html
37Lighting
- Ambient lighting
- Diffuse lighting
- Specular lighting
- Spot lights and light attenuation
38Shading Algorithms
- Flat Shading
- Gouraud Shading
- Phong Shading
39Texture mapping others
- Texture mapping, environment mapping, bump/normal
mapping, displacement mapping,
40Rendering
- Local illumination
- Global illumination
- - ray tracing
- - radiosity
- - photon mapping
41Rotation representation
- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
Understand their properties in terms of matrix
composition, compactness, and rotation
interpolation
42Mocap
- Various mocap techniques
- Advantages and disadvantages
43Keyframe interpolation
- Basic concept
- Various curve representation
- Various spline representation
44Forward Kinematcs and Inverse Kinematics
- Basic concepts
- IK approaches
- Jacobian matrix
- Problems in IK and how to address them