Review of Material Covered in CS 116B, Spring, 2004

(All references are to F. S. Hill, Computer Graphics Using OpenGL, 2nd Edition, Prentice Hall 2001).

 

Chapter 8: Rendering Faces for Visual Realism

8.1 Introduction.

8.2 Long section on Lights, Lighting models and Materials.

            Ambient, Diffuse, Specular reflection.  A,D,S components for lights and materials.

            Specular parameters, Spotlight parameters, attenuation parameters.  Point light

            source vs. directional light source.

            The graphics pipeline for lighting.  The meaning of the

            GL_LIGHT_MODEL_LOCAL_VIEWER switch.  Meaning of GL_FRONT vs.

            GL_FRONT_AND_BACK for materials.

            Review Section 4.3.6.

            Ex: 4.3.13, 8.2.1, 8.2.2, 8.2.4, 8.3.3, 8.3.4

8.3 Flat Shading, Gouraud Shading, Phong Shading

8.4 Removing Hidden Surfaces with Z-Buffer or by Cull

            Reread Section 7.4.3 on pseudodepth.

            Importance of picking good znear and zfar to reduce z-fighting.

            Ex: 7.4.6, 8.4.2, 8. 4.3

8.5 Putting Texture on Faces

            Creating textures or reading them in from files.  The OpenGl texture creation calls.

            Texture coordinates.  Texture modes: GL_MODULATE vs. GL_REPLACE.

            Delaying specular lighting with GL_SEPARATE_SPECULAR_COLOR.

            The role of glext.h.  Automatic textures for quadric surfaces.  Putting texture on

            a torus or a dodecahedron.  The general notion of enviornment mapping (no details).

            Ex: 8.5.7

 

Section 10.3.2: Alpha Blending

            Meaning of the alpha channel.  glBlendFunc.  Significance of order in which images

            are drawn.  The concept of billboarding.

            Ex: 10.3.3 (Think about it, don’t actually code it.)

Section 10.8: Antialiasing Techniques

            Concept of Supersampling.   OpenGL jittering and the accumulation buffer.

 

Chapter 11: Curves and Surfaces

Sections 11.3 - 11.5: Bezier Curves

            Parametric curves as functions of t.  Interpolation vs. approximation.  The de Casteljau

            Algorithm (recurvise use of LERP, also known as Tween).  Look at the code in

            the bezier.zip file as well.

            Ex: 11.4.1, 11.4.3, 11.4.3, 11.4.6

Section 11.11.1 - 11.11.4: Bezier Surface Patches

            Conceptual, though we want to make an interactive 2D Bezier demo.  For this we’ll

            use the mouse, see Section 2.4.1: Mouse Interaction