CS 553 -- Winter Quarter 2009
Test #1 Review
This page was last updated: January 31, 2009
Test date and time:
| Friday, February 6, 2009 |
| 9:00 - 9:50 |
| Strand Ag 310 |
Test rules:
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The test is worth 100 points.
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It is closed book, closed notes.
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You are responsible for (1) what is in all handouts,
(2) what was said in class,
(3) what you have done in the projects.
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The test is over promptly at 9:50.
Only the tests that have been turned in by then will be graded.
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No make-up tests.
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I do re-grades, but the entire test gets re-graded
The test can potentially cover any of the following topics:
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Visualization = Data + Geometrize + Graphics
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Event-based programming.
OpenGL / GLUT / GLUI.
Geometry vs. Topology.
OpenGL topologies.
You will not have to write any code,
but you might have to draw what a chunk of code would do.
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Color: RGB, HSV, LAB, CMYK color spaces.
Eye: rods and cones, acuity, color sensitivity.
Luminance equation.
Simultaneous contrast, Mach bands, afterimages.
Color gamuts.
NTSC video.
Different scales used for mapping scalar values to color (rainbow, heated object, etc.).
Rules of thumb when using color in scientific and engineering visualization.
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Range sliders: what they are, why use them.
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Visualization data definitions:
data dimension,
spatial dimension.
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Scalar visualization:
point clouds, row-of-corn problem, jitter, volume slices,
contours, interpolated color plots, wireframe isosurfaces, polygonal isosurfaces.
Marching Squares, Marching Cubes, Marching Planes.
Derived quantities: gradient.
- Interpolation: linear, bilinear, trilinear.
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Vector visualization:
vector clouds,
particle advection,
streamlines,
ribbon traces, line traces, blob traces.
First order versus second order accuracy.
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Hyperbolic geometry.
Polar and Cartesian forms.
Effect of the parameter k.
How to break a single line up into lots of lines.
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Stereographics: vertical parallax, horizontal parallax,
plane of zero parallax, non-symmetric viewing volumes,
different ways of channeling the images into each eye,
ColorCode, ChromaDepth.
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Performance OpenGL Programming:
potential bottleneck locations, bus speeds, bounding shapes,
state changes, glFinish(), benchmarking, quad and triangle strips,
level of detail, fog.
Vertex, geometry, and fragment shaders.
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Transparency: blending, general concepts, how we get it, why we want it, what it gets us.
Making isosurface silhouette edges less transparent
(thunderstorm video).
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Texture mapping: general concepts, how we get it, why we want it, what it gets us.