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Exam questions and literature

GENERAL INFO

  • The exam has a written and an oral part.
  • Max. 40 pts.
  • To successfully pass the exam, you are required to gain at least 20 points. To advance to the oral part of the exam, you need at least 10 points from the written test.
For the exam, it is usually not enough to go through the lecture slides - often, the material assigned to be studied at home from literature is also tested.

EXAM DATES

… are listed in KOS.

QUESTIONS

  • Rasterization of 2D objects (MPG chap. 3)
    • Rasterization of lines, circles and arcs
    • Filling and hatching polygons
    • Clipping lines and polygons
  • Colors (MPG chap. 1, 4.1)
    • Color perception, three-component color representation, comparison functions, XYZ space
    • Color spaces and models
  • Raster image formats, raster image compression (MPG chap. 2.5-2.7)
  • OPTIONAL: Color dithering, working with the palette (MPG chap. 4.1)
  • Projections (MPG chap. 9)
  • Visibility (MPG chap. 11)
  • Shading methods and algorithms (MPG chap. 10.7)
  • Casting shadows (MPG chap. 12)
  • Texturing (MPG chap. 13)
  • 3D scene modeling, B-representation, CSG, volume representation (MPG chap. 6, 14.1)
  • Global illumination (MPG chap. 10.1-10.6, 15.1-15.5, 15.9, 15.10)
    • Direct and indirect illumination, global illumination effects
    • Radiometric and photometric quantities (flux, irradiance, radiosity, radiant intensity, radiance)
    • Reflection of light on a surface, BRDF
    • Rendering equation - angular and area formulation
    • Radiosity, relation to rendering equation
    • Ray tracing, relation to rendering equation
    • Stochastic ray tracing, area light sources
  • OPTIONAL: HDRI (sources: prezentace, MPG chap. 4.2)
    • Acquisition of HDR images
    • HDR formats for images and video
    • HDR displays
    • HVS (Human Visual System) - adaptation, range of perceived luminance, scotopic and photopic vision, Purkinje effect
    • Tone mapping
    • Global vs. local tone mapping operators, time-dependent operators
    • Reaction to strong light sources - glare
MPG = Žára et al.: Modern Computer Graphics (Moderní počítačová grafika), Computer Press, 2005

Raster graphic. 3D objects and 3D scenes, transformations. Visibility, local illumination methods, shading and shadows. Radiometry, global illumination methods, texturing.

  • Raster graphics. Line drawing algorithms: DDA, Bresenham Algorithm. Filling algorithms: Polygon filling, Raster seed-based algorithms. Clipping lines and polygons.
  • 3D object representations: boundary and volumetric representations, mesh representation (geometrical and topological data and their efficient encoding), representing a 3D scene using scene graph.
  • Transformations: representing transformations (matrices, quaternions), composing transformations, applying transformations, associated computational costs.
  • Visibility algorithms: z-buffer algorithm (principle, properties, issues), painter’s algorithm, BSP tree ordering, ray casting and its comparison to z-buffer.
  • Illumination methods: radiometry (radiometric quantities, their units and relations), reflectance equation, BRDF, BRDF models (Phong, Cook Torrance), rendering equation, Whitted ray tracing, path tracing, radiosity.
  • Shadow computation algorithms: ray cast shadows, the shadow map algorithm.
  • Texturing: principles of texture mapping, uv maps, texture types (material textures, bump maps, normal maps, alpha masks), MIP mapping.
courses/b4m39apg/exam/start.txt · Last modified: 2024/12/06 00:17 by hendrij