.nh .po 5 \ .sp 2 .ce TEST 3 - CS458 .nf Instructor Dr P Juell NAME_______________________ OPEN BOOK Dec 2, 1998 100 points .fi 1. (24) Virtual Reality (VR) worlds allow walk through or fly through interaction with the image. This means the view point and camera angles can quickly change. Assume the starting image has been calculated. How much work will it be to compute the next viewing location? Some techniques will not have to recompute everything as the viewpoint changes. These techniques then would be faster for VR models. Identify the following algorithms as L (low re-computational requirements), H (high re-computational requirements), or M (Moderate re-calculations required but not large scale calculations). .ls 2 .nf ___ ray tracing ___ radiosity ___ flat surface lighting with only ambient light ___ Gouraud shading (without specular highlights ___ Phong shading (without specular highlights) ___ Phong shading with specular highlights ___ depth-buffer visible surface (z-buffer) ___ scan-line visible surface .fi .ls 1 2. (10) Pick a technique presented since the last test. Name the technique. Give an example (probably a diagram) where this technique produces a wrong answer. .sp 10 3. (10) Give an example where you would want to use dithering. .sp 6 .bp 4. (10) You are given a list of exponents for the Phong specular highlight formula and a list of surfaces. Match the values and surfaces so the list makes reasonable sense. Exponent values: 1, 50, 100 150, 200 .nf ____ mirror ____ skin (human) ____ sand paper ____ coins .fi 5. (6) What does a dot product of 0 mean in doing a back face removal algorithm? .sp 4 6. (20) Draw a diagram and label it for a surface, a light source and a viewer. Then give the full formula for the light reaching the viewer. Remember to include the ambient, diffuse and specular components. (Ia ambient, Ii illumination light from the light source )