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CS248 Final Review CS248 Final Review
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CS248 FinalCS248 Final
Thurs, December 12, 7-10 pm, GatesB01, B03
Mainly from material in the second half of the quarter will not include material from last part of last
lecture (volume rendering, image-basedrendering)
Review session slides available fromclass website
Office hours as regularly scheduled
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CS248 Final Review ContentsCS248 Final Review Contents
Image warping, texture mappingPerspectiveVisibilityLighting / Shading
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T exture Mapping T exture Mapping
Coordinate systems [u,v,q] => [x o, y o zo, wo] => [x w, y w zw, w w]
=> [x, y, w] Assuming all transforms are linear, then
[A][u, v, q] = [x, y, w]
Common mappings forward mapping (scatter), texture->screen backward mapping (gather)
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T exture Warps T exture Warps
Rotation, translationperspectiveMinification (decimation) unweighted average: average projected
texel elements that fall within a pixels filter
support area-weighted average: average based on
area of texel support
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T exture Warps T exture Warps
Magnification Unweighted Area-weighted bilinear interpolation
= texel= pixel
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T extures T extures
1. Mipmapping1. multi-resolution texture2. bilinear interpolation at 2 closest
resolutions to get 2 color values3. linear interpolate 2 color values based on
actual resolution
2. Summed area tables1. fast calculation of prefilter integral in
texture space
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V iewing: Planar Projections V iewing: Planar Projections
Perspective Projection rays pass through center of projection
parallel lines intersect at vanishing pointsParallel Projection center of projection is at infinity
oblique orthographic
How many vanishing points are there in an image
produced by parallel projection ?
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Specifying Perspective V iewsSpecifying Perspective V iews
Observer position (eye, center of projection)Viewing direction (normal to picture plane)
Clipping planes (near, far, top, bottom, left,right)
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V iewing: OpenGL Pipeline V iewing: OpenGL Pipeline
Object SpaceEye Coordinates
Projection MatrixClipped to FrustumHomogenize to normalized devicecoordinatesWindow coordinates
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V isibility V isibility
1. 6 visible-surface determinationalgorithms:
1. Z-buffer 2. Watkins3. Warnock
4. Weiler-Atherton5. BSP Tree6. Ray Tracing
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Th ings to know Th ings to know
how does it workwhat are the necessary preconditions?
asymptotic time complexityhow can anti-aliasing be done?how can shading be incorporated?well-suited for hardware?
parallelizable?ease of implementationbest-case/worst-case scenarios
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ZZ--bufferbuffer
Project all polygons to the image plane,at each pixel, pick the color
corresponding to closet polygon
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Watkins Watkins
Scanline + depth progressing across scanline, if pixel is
inside two or more polygons, use depth topick
process interpenetrating polygons, addthose events
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Warnock Subdivision Warnock Subdivision
Start with area as original image subdivide areas until either:
all surfaces are our outside the areaonly one inside, overlapping or surroundinga surrounding surface obscures all other surfaces
*
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Weiler Weiler --A th erton Subdivision A th erton Subdivision
Cookie-cutter algorithm:clips polygonsagainst polygons
front to back sort of list clip with front polygon
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B SP T reesB SP T rees
Provides a data structure for back-to-front or front-to-back traversal
split polygons according to specifiedplanes
create a tree where edges are front/back,leaves are polygons
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Ray T racing Ray T racing
Ray Casting for each pixel, cast a ray into the scene,
and use the color of the point on theclosest polygon
Parametric form of a line: u(t) = a+(b-a)t
a b
(0,0) x
y t
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Ray T racing Ray T racing
Sphere: | P -P c|2 r 2 = 0Plane: N P = -DCan you compute the intersection of aray and a plane? A ray and a sphere?
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Ray T racing Ray T racing
Point in polygon tests Odd, even rule
draw a line from point to infinity in one directioncount intersections: odd = inside, even =outside
Non-zero winding rulecounts number of times polygon edges windaround a point in the clockwise directionwinding number non zero = inside, else outside
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Lig h ting Lig h ting
Terminology Radiant flux: energy/time (joules/sec =
watts) Irradiance: amount of incident radiant flux /
area (how much light energy hitting a unitarea, per unit time)
Radiant intensity (of point source): radiantflux over solid angle
Radiance: radiant intensity over a unit area
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Lig h ting Lig h ting
Point to area transport Computing the irradiance to a surface
Cos falloff: N L E = F att x I x (N L)
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Lig h ting Lig h ting
Lambertian (diffuse) surfaces Radiant intensity has cosine fall off with
respect to angle Radiance is constant with respect toangle Reason: the projected unit area ALSO gets
smaller as a cosine fall off! F att x I x K d x (N L)
NV
I w length = cos(t)
Radiance intensity: intensity/solid angle
NV
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Lig h ting Lig h ting
BRDF = Bidirectional Reflectance DistributionFunction
description of how the surface interacts withincident light and emits reflected light Isotropic
Independent of absolute incident and reflected angles
AnisotropicAbsolute angles matter
Dont forget the generalizations to the BRDF!Spatially/spectrally varying, florescence,phosphorescence, etc.
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Lig h ting Lig h ting
Phong specular model Isnt true to the physics, but works pretty
well reflected light is greatest near thereflection angle of the incident light, andfalls off with a cosine power
Lspec = K s x cosn
(a), a= angle betweenviewer and reflected ray how do you compute the reflected ray
vector?
N LR
V
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Lig h ting Lig h ting
Local vs. infinite lights Understand them! Know how to draw the
goniometric diagrams for variouslight/viewer combinations
N H model
H is the halfway vector between the viewer and the light
What is the difference in specular highlight?
N
V
R H L
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Sh ading Sh ading
Gouraud shading Compute lighting information (ie: colors) at
polygon vertices, interpolate those colors Problems?
Misses highlightsneed high resolution mesh to catch highlightsmach bands!
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Sh ading Sh ading
Angle interpolation interpolate normal angles according to the implicit
surface compute shading at each point of the implicit
surface CORRECT! But very expensive
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Sh ading Sh ading
Phong shading Compute lighting normals at all points on the
polygon via interpolation, and do the lightingcomputation on the interpolated normals (of thepolygon)
Problems? Difference with angle interpolation?
Implicit surfacePolygon approximationN1 N2
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Lig h ting and S h ading Lig h ting and S h ading
Know the OpenGL 1.1, 1.2 lightequations
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E xotic uses of texturesE xotic uses of textures
Environment/reflection mapping Alphas for selecting betweentextures/shading parametersBump mappingDisplacement mapping
Object placement3d textures
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Good Luck!Good Luck!
Good Luck on the Final!
More review questions at:http://graphics.stanford.edu/courses/cs248-99/final_review