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Computer Graphics Fall 2025
Farhad Kamangar
kamangar@uta.edu
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Topics for Exam_02
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Topics for Exam_02
Topics
Coordinate systems (2D and 3D Coordinate)
Points and Vectors in 2d and 3d coordinates
Points and vectors in 2d and 3d homogenous coordinates
Matrices
Addition, multiplication, identity matrix, matrix inverse
Vectors
Length, normalization, inner product
Transformations
Mapping from window to viewport
2d and 3d translations, rotation, scale, and shear
Composite transforms
Align a vector with a coordinate axis
Rotate objects around an arbitrary 3D line or axis
Align a coordinate system with the world coordinate system
Lines and planes
Parametric equations of lines
Equation of planes: given 3 points, given a point on the plane and plane normal
Viewing in 3-dimensional space
Steps to perform parallel projections in 3d space and clipping against parallel view volume.
Steps to perform perspective projections in 3d space and clipping against perspective view volume.
Curves
General Parametric nth Order Curves: Represented as: C(t)=G
⋅
M
⋅
T
G is the geometry vector, M is the characteristic matrix, and T is the basis vector
G: Contains control points defining the curve.
Characteristic matrix M encodes the curve type (e.g., Hermite or Bezier)...
Tangent vectors: Tangents describe the direction of the curve at any given point.
Finding geometry vector and characteristic matrix for general nth order curves.
Finding coefficients for general nth order curves.
Finding blending functions for general nth order curves.
Surfaces
Parametric surfaces: Bilinear ; Biquadratic ; Bicubic ; Mixed types (e.g., cubic-linear, cubic-quadratic).
Calculation of tangent vectors and normal vectors on surfaces.
Finding characteristic matrix, geometry matrix, coefficients matrix, and blending surfaces for Hermite, Bezier, and Mixed types (e.g., cubic-linear, cubic-quadratic)
Colors
Intensities,
CIE chromaticity diagram,
RGB, HSV, and CMYK
Illumination and Shading
Ambient, Diffuse, Specular components
Polygon shading: Constant shading, Gouraud shading, Phong shading
Ray Tracing
Ambient, diffuse, and specular lighting calculations.
Ray equation from camera to pixels
Calculation of surface normal, reflected rays, shadow rays
Intersection Calculations: Ray-plane, ray-sphere, ray-triangle and Barycentric coordinates.
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Farhad Kamangar
Last updated:
2025-11-23