REVIEW
-
TEST III CS458
OPEN BOOK EXAM :
NOTE TEST 3 Dec. 4 (and no final)
Rendering 3D images
- visible/hidden surfaces
- wire frame depth cuing (intensity cuing, hidden line)
- back face removal
- depth-buffer method (z-buffer)
- scan-line method
- depth-sorting method (painter's algorithm)
- octree methods
- shading
- constant-intensity shading
- formulas: ambient
light, diffuse, specular
- flat shading
(if all surfaces are flat, for each surface calculate light from each source)
- Gouraud shading
(determine edge normals, calculation light, average from side to side)
- Phong shading
(determine edge normals, average normals from side to side, calculate light)
- spectral highlights - ray tracing
- start tracing rays from eye point through pixels
- at each surface calculate lighting and reflected ray
- build ray tree (apply distance attenuation)
- mask (restrict) calculations in volumes
- image properties
- halftoning
- dithering
- Gamma correction
- diffuse lighting - radiosity
- hemisphere model (hemicube)
- radiosity equation (all surfaces lighting all surfaces)
- progressive refinement
(interactive process: sort on brightness, shoot light surface patch by surface patch)
- color
- CIE color curve (Chromaticity Diagram)
- RGB (cube) (for additive colors)
- CMY (cube) (for subtractive colors)
- HLS (Hue, Lightness, Saturation) [two cones]
- HSV (Hue, Saturation, Value) [the color cone]
- image corrections (histogram, and Gamma based on V of HSV)
- programs assignments
- parameter based systems, high quality image systems
- NURBS
- something interesting