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CS116a

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CS116a Fall 2013Practice Final

To study for the final I would suggest you: (1) Know how to do (by heart) all the practice problems. (2) Go over your notes at least three times. Second and third time try to see how much you can remember from the first time. (3) Go over the homework problems. (4) Try to create your own problems similar to the ones I have given and solve them. (5) Skim the relevant sections from the book. (6) If you want to study in groups, at this point you are ready to quiz each other. The practice final is below. Here are some facts about the actual final: (a) It is comprehensive (b) It is closed book, closed notes. Nothing will be permitted on your desk except your pen (pencil) and test. (c) You should bring photo ID. (d) There will be more than one version of the test. Each version will be of comparable difficulty. (e) It is 10 problems, 6 problems will be on material since the midterm, four problems will come from the topics covered prior to the midterm. (f) Two problems will be exactly (less typos) off of the practice final, and one will be off of practice midterm.

  1. Briefly explain the LMS space color model. Give an example of color vector which wouldn't be in its color cone and explain why.
  2. Describe an experiment which could be used to show that retinal color equivalence class addition is well defined.
  3. Use De Casteljau's Method to evaluate at `t=0.7` the Bezier Curve with control points `(0,0)`, `(1,0)`, `(1,1)`, `(0,1)`.
  4. Where would the point with eye coordinates `(8,4, -2,1)` project to in normalized coordinates assuming the film plane was at `z_e = -1`?
  5. Briefly explain how z-buffering is used to determine how a pixel draws on the screen.
  6. Explain and give an example of how to determine where a line leaves the viewing frustum.
  7. Give the viewport matrix and texture viewport matrix and explain each of their parameters.
  8. Give the steps OpenGL uses to do rational linear interpolation of a varying variable.
  9. Give an example OpenGL shader for a wood-like material. Explain why it is for a wood-like material.
  10. What is a directional light source? What is ambient lighting? What is an anisotropic material, give an example.