Intro Test cap 6701   Please write clearly!
The goal of the introtest is to calibrate the level of the (dis)course and discover gaps if any.

Answers without explanation are worth 0 points. Sketches are welcome.


  • Pbm 1: Transformations
    Why do experienced programmers use quaternions for rotation?
    Give a math description of how to orthogonally flip a point about a line.

  • Pbm 2: Lighting in OpenGL
    A red light shines on a green ball.
    Where (in what OpenGL context) does one specify "red" and "green"?
    What is visible on the screen, assuming ball and light are reasonably placed.

  • Pbm 3: Pipeline
    What is the main input type for a Vertex Shader?
    What is the main output type of a Fragment Shader?
    Why did early graphics pipelines not include Tessellation and Geometry Shaders?

  • Pbm 4: Texture
    How does one map a texture onto a triangulation?
    What is cube mapping?
    How does one map a texture onto a spline surface?

  • Pbm 5: Spline curves
    To create a closed, planar curve of degree 3 in B-spline form,
    if each polynomial segment is to trace out an arc of Pi/2 around the origin,
    how many B-spline coefficients and
    how many knots are needed ?



  • Your background
    What graphics classes (state name and instructor) have you had so far?
    What do you hope to learn?