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Shear Ttransformation - Foundations of Computer Graphics - Exams, Exams of Computer Graphics

Main points of this exam paper are: Shear Transformation, Homogeneous Coordinates, Perspective Projection, Linear Perspective, Orthonormal Matrix, Shading Helps, Surface Shading, Quantization Errors, Transformations Matrices, Lines Vanish

Typology: Exams

2012/2013

Uploaded on 04/02/2013

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shamabhat_84 🇮🇳

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CS 184 – Computer Graphics
Midterm 1
1. Answer True/False: (1 point each)
Each of the three types of color receptors in the eye is sensitive to a single frequency of
light.
A shear transformation can be decomposed into a series of rotations and scale
transformations.
Homogeneous coordinates are useful because 4D spaces include imaginary vectors.
Linear perspective projection keeps straight lines straight.
Every orthonormal matrix defines a rotation.
Surface shading helps reveal the shape of objects.
Z buffers may suffer from quantization errors.
Rotation about an arbitrary axis requires three separate transformations matrices.
The color of some objects result from wave interference.
2. A perspective has its center of projection at origin and its image plane is defined by
z=1.
2A) what set of lines vanish at the point (2, -1, 1)? (5 points)
2B) Which lines do not vanish at a finite point? (3 points)
3. EXTRA CREDIT QUESTION: Which of the following are NOT valid perspective
camera matrices? (place an X over the ones that are not) (1 point each)
42
31
8900
9.7100
0010
0001
2100
1100
0011
0011
1000
2000
0010
0001
For each one that you crossed out, concisely indicate why it is not valid. (3 points)
4. Draw the polygon that will result when this polygon is clipped against the boundary
shown in the order when using the algorithm discussed inc lass, the Sutherland-Hodgman
pf3
pf4

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CS 184 – Computer Graphics Midterm 1

  1. Answer True/False: (1 point each)

Each of the three types of color receptors in the eye is sensitive to a single frequency of light.

A shear transformation can be decomposed into a series of rotations and scale transformations.

Homogeneous coordinates are useful because 4D spaces include imaginary vectors.

Linear perspective projection keeps straight lines straight.

Every orthonormal matrix defines a rotation.

Surface shading helps reveal the shape of objects.

Z buffers may suffer from quantization errors.

Rotation about an arbitrary axis requires three separate transformations matrices.

The color of some objects result from wave interference.

  1. A perspective has its center of projection at origin and its image plane is defined by z=1. 2A) what set of lines vanish at the point (2, -1, 1)? (5 points)

2B) Which lines do not vanish at a finite point? (3 points)

  1. EXTRA CREDIT QUESTION: Which of the following are NOT valid perspective camera matrices? (place an X over the ones that are not) (1 point each)

For each one that you crossed out, concisely indicate why it is not valid. (3 points)

  1. Draw the polygon that will result when this polygon is clipped against the boundary shown in the order when using the algorithm discussed inc lass, the Sutherland-Hodgman

algorithm. (You should draw the resulting polygon, labeling each vertex to show in which order they vertices appear, and being careful about double edges, etc.) (5 points)

  1. Given a rotation matrix, how would you determine its axis of rotation? (4 points)
  2. Given the following: location of center of projection ( c ) direction of image plane normal ( n ) direction of view up vector ( u ) right/left and top/bottom distances ( r/l & t/b ) near/far distances ( a/b ) Describe how do you set up a viewing transformation that will transform the given setup to the canonical configuration? (You can use the variable names given parenthesis to refer to the named quantities. Also, the question asks for a description, not formula. For example, if the first step were to rotate the whatever to align with whatever else, that is what you should write.) (8 points)
  1. Explain why two colors with very different spectral distributions might still look like the same color when viewed with the human eye. (4 points)
  2. In what way is orthographic projection a special case of perspective projection? ( points)