Exam questions for 3D Computer Graphics, SP2/2005
Below are listed a number of exam questions. At the exam the student
will draw one of this questions and then present in his own way what he
feels is relevant to the particular subject matter. For each exam
question is listed a few bullet points which are only intended to serve
as a guide to what can be presented for each topic. During the
presentation it is always an advantage to draw on issues from other
questions, for example to present the Phong local illumination model
when explaining about e.g. Image-Based Lighting.
(1) Ray tracing
-
Describe the basic principles in the ray tracing approach to producing
computer generated images
-
Compare the kind of objects that can be handled using ray tracing with
the kind of objects that can be handled in polygon based rendering
-
Compare advantages and disadvantages between ray tracing and polygon
based
rendering
(2): Local lighting models
-
Describe the specular and diffuse types of reflection in computer
graphics
-
Discuss the Lambertian diffuse reflection model, and explain how it can
be used for simple lighting effects in polygonal and/or ray tracing
-
Extend the basic ambient and Lambertian diffuse lighting model with an
element modelling specular reflection
(3): Polygon based rendering, 2D projections of 3D polygonal objects
-
Describe the pin hole camera model, and especially the role of the
focal
length and its influence on perspective projection
-
Outline the use of matrix formulations in polygon based rendering,
including
the use of rotations and translations
(4): Visual realism and hidden surface removal
-
What is the problem behind "hidden surface removal"?
-
Explain the concepts of backface culling and z-buffering, and compare
the
two regarding their abilities in solving the hidden surface problem
-
Outline some techniques for improving the visual realism of images
generated
using polygon based rendering (e.g., shading, texturing, shadowing)
(5): Mapping techniques
-
Describe the basic approach in texture mapping and how it
complements/supplements
shading
-
Describe the idea behind reflection/environment mapping and relate it
to
how ray-tracing approaches handle the same effect
-
Describe the concept of alpha blending for handling semi-transparent
objects
and give examples of how alpha blending can be used
(6): Shadowing in real-time graphics
-
Describe the difference between shading and shadowing, and explain the
concepts of umbra and penumbra
-
Describe one or more approaches/algorithms for computing shadows
-
Relate the real-time approaches to how shadows are computed in
ray-tracing
(7): Image-Based Lighting (IBL)
- Explain the idea behind IBL
- Describe an approach to non-real-time IBL
- Describe one or more approaches to real-time IBL
(8): Non-photorealistic rendering (NPR)
- Motivate why NPR can be interesting
- Describe some NPR shading techniques
- Describe some NPR silhouette techniques
(9): Curved surfaces
- Explain the idea behind Bezier curves and surfaces (focus on
surfaces)
- Describe N-patches and explain their advantages