TEST 3 - CS458 Fall 2000
TEST 3 - CS458
Instructor Dr P Juell NAME_______________________
CLOSED BOOK Dec 6, 2000
100 points
-
(20)
For each of these pairs
we want to know if Yes you can tell images apart generated by the two
techniques (YES).
Or if the images would be virtually indistinguishable, then NO you can not tell
them apart (NO).
- _____
wire frame depth cuing
AND
painter's algorithm
- _____
each object having its own color
AND
shading using the diffuse light formula
- _____
Gouraud shading
AND
Phong shading
- _____
z-buffer
AND
painter's algorithm
- _____
shading using the diffuse light formula
AND
shading using the combined diffuse and spectral formula
- (20)
For the following the color notation, the three values and the color are
specified.
For example in HSV (0,1,1) is Red.
What are the following colors:
- RGB (0,0,1) ___________
- CMY (1,1,1) ___________
- HSV (1,0.5,0) _________
- HSV (0,0,0) ___________
- HSV (0,0,0.5) _________
- RGB (0.5,0.5,0.5) ______
- RGB (1,1,1) ___________
- RGB (0,0,0) ___________
- CMY (0,0,1) ___________
- RGB (1,0.5,0.5) ________
- (10)
Why would ray tracing and a technique such as z-buffer produce
different results. Note they do not use different formulas.
- (10)
What would you have to do to correctly show a 3 inch cube of
glass that you would not have to do for a 3 inch cube of wood?
(Note there is more than one part for this question).
- (10)
Why do we normally use dithering rather than halftoning
for computer output?
(Not the newspaper version of halftoning, but the
corresponding computer technique).
- (10)
What is the normal relationship between generated image quality
and time required for computation?
Discuss this briefly, identifying at least three techniques
and why they cost as much or as little as they do.
- (10)
What will you get if you use Phong shading techniques on a cube?
- (10)
How might you get good looking specular highlights on dull wood,
semi-shiny skin and shiny eyes.
The easiest way to answer this is to give the important part
of
the formula and approximate values.