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CS116b Spring 2005Practice Midterm 2

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 midterm is below. Here are some facts about the actual midterm: (a) The midterm will be in class Apr 13. (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. Briefly explain what the random midpoint displacement method is.

2. Consider the complex map z :-> 4*z^2. If we iterate this map, for what of starting z will it converge and for what values will it diverge?

3. Explain how the technique of self inverse fractals works.

4. Suppose we have a vector field of temperature flow in a room. Suggest a posible graphical representation for this data.

5. What advantages does the A-buffer method have over z-buffering? Give the OpenGL needed to cull the back faces in a scene.

6. Suppose the viewing plane is one unit away from the origin, perpendicular to the z-axis, and oriented toward the origin. In addition, suppose we have two equilateral triangles of edge length 1 in our polygon tables, each of which is perpendicular to the z-axis, one being centered (0,0,-1), the other at (.5, .5, -2). Both of these triangles when projected would fit entirely within our viewport. Briefly explain how the scan line method would be used to draw these shapes.

7. Pretend we are trying to create an animation for the song Au claire de la lune in which the singer is carrying a candle by moonlight which goes out. Suggest values for a,b,c in the attenuation factors 1/(a+bd +cd^2) for both the candle light source and for the moon light sources. Give justifications for your values.

8. Briefly distinguish between the following: ambient lighting, specular reflection, and diffuse reflection.

9. In terms of the formulas for calculating surface light intensity, how do the OpenGL material properties appear in this calculation?

10. What is luminance? What is gamma correction?