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?
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