The CS 559 Final Exam will be in Room 5231 Social Sciences on Wednesday,
December 19th at 12:25pm. The exam will be a 2 hour, closed book exam.
You should not need a calculator.
All material discussed in class, or from the assigned readings will be
fair game. The exam is cumulative, so there will be questions on topics
discussed in early parts of the course.
We will not test you on your knowledge of OpenGL or FlTk. However, we
will try to test your knowledge of basic graphics concepts, which are
embodied in OpenGL (and described well in the OpenGL book).
Some resources to help you review:
- The lecture notes (www.cs.wisc.edu/~cs559-1/Lectures)
are my hand-scrawled notes (and Stephen's slides from his lecture).
While you may not be able to get everything from here, it should at
least be enough to remind you what I talked about. The notes at the
end of the semester are definitely more legible than the earlier ones.
- Shirley's book is a good source of information for the things we
used it to cover, as well as other topics. You should pay closest
attention to Chapters 3-7, 9, 12 and 17. (Chapter 17 on Color is a
little tough).
- The OpenGL book is a good place to review lots of concepts. You
might want to look over Chapters 2, 3, 5, 9 and 10. You are not expected
to know the details of OpenGL, but the concepts are relevant.
- Everything in the reader was assigned at
one point or another (except for the animation readings). Some of
the readings are a little harder than the corresponding sections of
Shirley.
- The only additional readings I gave were some subdivision readings.
Shirley's discussion of Loop surfaces, as well as the notes from class,
should be sufficient.
A general rule of thumb: if I bothered to talk about it in class, I
probably thought it was important enough that you should know it.
Some topics to make sure you know (this is not a complete list!):
- Perception and its relationship to displays.
- Sampling, representing, and quantizing images.
- Image manipulation, resampling, compositing, blue screening.
- Raster Algorithms.
- Transformations and coordinate systems
- 3D Viewing and perspective
- Parametric curves (especially cubics)
- Visibility and 3D drawing methods
- Simple (like in OpenGL) illumination
- Surfaces (subdivision, as well as the challenges of tensor product
surfaces)
- Texture mapping, and its uses and variants for real-time rendering
- I might even ask about the IBR and Animation stuff I discussed
in class.
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