.nh .po 3 .ce FINAL - CS528 .nf Instructor Dr P Juell NAME_______________________ OPEN BOOK May 20, 1992 200 points .fi 1. (30) Specify true or false: .in +7 .ti -5 ______ T(3,2) R(90)T(-3-2) will correctly rotate an object centered at (3,2) around its center. .ti -5 ______ A true vector display driven by vector type commands does not need a Breshenham line drawing routine. .ti -5 ______ Raytracing can produce specular highlights. .ti -5 ______ A HSV value of (0,1,1) is equal to a RGB value of (1,1,0). .ti -5 ______ You should use Gouraud shading when you want a flat surface to appear flat. .in -7 2. (30) Specify the best item from the list in the blanks. Use each item only once. .nf a. bilinear patch b. Bezier curve c. polyhedral mesh d. Phong shading e. surface of revolution f. third order polynomial _____ Estimates a surface by interpolating surface normals. _____ Estimates a surface by cutting it up into planer polygons _____ At least one axis can be expressed in parametric form. _____ Estimates a curve by averaging all the points specifying the curve. More weight to points closer to current location. _____ Each point is part of a ruled surface because of two distinct lines. 3. (10) You are reading the specification for a CRT. The specifications say it is a black and white display. The frame buffer has 2 bits per pixel with lookup table entries of 8 bits. What does this tell you about the display. .bp 4. (40) You are working with a set of data that consists entirely of cylinders. Describe, in some detail the steps you would use to produce a reasonably shaded image. The internal information specifies the coordinate of the center of the bottom disk, the coordinate of the center of the top disk and the radius. Do not use ray tracing. Be sure to change the standard techniques to capitalize on the special information about the objects in the image. .bp 5. (10) Give a circumstance where you would prefer halftoning (super pixels) over dithering. .sp 5 Give a circumstance where you would prefer dithering over halftoning. .sp 5 6. (30) A quadtree is the 2-D version of the 3-d Octree. Draw a quadtree for the following. The image is a filled circle in a square. Show your tree, and your labeled image. Build the quadtree to depth 2 (where needed). Number the quads as follows: .nf ______ | 0 1 | | 3 2 | ------- .fi .bp 7. (50) .br a. (10) .ul 1 Specify how to improve efficiency using techniques from the book. Simple animations are needed and it is decided to use a program like you developed for your last programming assignment. That is the routine used to solid render faces using the z-buffer technique for hidden face removal. In addition, the program will support hierarchical segments. Each segment will have its own transformation matrix. The rendering process creates a copy of the segment with all points multiplied by the segment's transformation matrix. If the segment contains other segments, they will be multiplied by the appropriate combination of their transformation matrix and the enclosing segment's matrix. For each rendering/display request, the segments The animation will be created by rendering sequences of images. The motion for the animation will be specified by specifying new transformation matrixes for the the changed segments. It is found that this process is extremely slow. It is essential to speed up the operations. As much memory and disk space as needed is available. Specify changes that could be made by selecting other algorithms that have been presented. .sp 5 b. (30) .ul 2 Design a way to improve efficiency based on not repeating calculations for unchanging portions of the image. Specify other things you could do to get the speed increases. These are changes based on the problem, but not given in the book. They are to use the coherence of the image from image to image. That is much of the image will not change from image to image, we should be able to reuse these portions of the image, if we can identify these portions of the image. Be specific about your algorithm. .sp 20 c. (10) .ul 1 Evaluate above for problems in adding shadows. How will your additions in (b) be effected by adding shadows? (assume the use of the z-buffer being used once for the light source to see if the light reaches the point and then render the image.)