For the midterm a student should be able to…
Demonstrate general familiarity with the syntax and operation of OpenGL and the QGLWidget.
Describe and use the underlying mechanisms of an event-driven graphics system.
Demonstrate familiarity with the transformations common to computer graphics and to OpenGL in particular.
Describe and implement viewing and projection transformations of 3-D scenes.
Suggest possible debugging strategies for “Black Screen Effect”.
Describe and contrast the various illumination properties (ambient, diffuse, specular, emissive, etc.) and their models.
Describe the illumination models commonly applied to attenuation and transparency.
Describe the purpose and basic algorithm of flat and Gouraud shading.
Describe the purpose of the depth and back buffers in a graphics system.
Describe the purpose, use and limitations of display lists and vertex arrays.
Describe and apply basic algorithms for in-betweening and morphing.
Describe various models for handling animated motion (e.g., procedural, hierarchical, and stochastic).
Explain the mechanisms used in articulated motion and hierarchical representations.
Describe the pitfalls associated with event scheduling (for animation) in a modern computer and suggest strategies for minimizing their adverse effects.
Describe the purpose and use of texture mapping.