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CS116b

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HW Assignments:
  [Hw1]  [Hw2]  [Hw3]
  [Hw4]  [Hw5]

Practice Exams:
  [Mid1]  [Mid2]  [Final]

                           












CS116b Spring 2005Practice Final

To study for the midterm I would suggest you: (1) Know how to do (by heart) all the practice problems. (2) Go over your notes three times. Second and third time try to see how huch 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) The final will be in class May 23, 5:15pm-7:30pm. (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) If your cell-phone or beeper goes off you will be excused from the test at that point and graded on what you have done till your excusal. (f) One problem (less typos) on the actual test will be from the practice test.

Student Generated Solutions-PDF.

1. Suppose we have a black and white screen. To represent gray-scales we are using ordered dithering with the D3 matrix. Consider the point (20,23) which is supposed to be colored with intensity I=5. Would this pixel be turn on or off in this set-up? Explain.

2. Briefly describe how each of the following types of shading is different: (a) constant-intensity surface rendering, (b) Gouraud shading, (c) Phong shading.

3. Explain how ray sphere intersections are calculated in the ray tracing algorithm.

4. Briefly define the following terms: (a) shadow ray, (b) circle of confusion, (c) distributed ray tracing.

5. Let the bottom and front faces of a cube of edge length 2 be patch 1 and 2 respectively in a radiosity light modelling set-up. What is F1,2? Show all work.

6. Briefly explain how reflection mapping works?

7. What is a MIP map? What is a bump map?

8. Give the OpenGL to specify an array to be used for 2D texture mapping.

9. Convert the RGB color (50, 50, 50) to the HSV model.

10. What is key-framing?