Subjects for CG&V test
- Homogenous coordinates (position and vector)
- Geometrical transformation matrices (you don’t have to know their contents, just how they work)
- M,V,P matrices
- Z fighting. What is it, and why it can appear for objects far from the viewer.
- Matrices as coordinate systems
- Per vertex animation (in general)
- Skeletal animation (in general)
- Inverse kinematics, configuration space (in general)
- Types of light sources
- Light attenuation
- Differences between omni and directional lights
- Solid angle
- Radiant flux/irradiance)/radiant intensity/radiance
- BRDF
- Surface lights, smooth shadows
- Cone lights
- Ambient light, ambient occlusion
- Diffused light, lambert model
- Specular light (phong model, phong-blinn model)
- Izotropic/anizotropic surfaces
- Fresnel effect (in general, without maths)
- Single, double and triple buffering
- Vertical synchronization, screen tearing
- Z buffer
- Model matrix construction
- Drawing of arbitrary objects – be able to understand drawing code
- Texturing process and texturing coordinates
- Bilinear filtering, trilinear filtering, mipmapping
- Vertex normals
- Vertex shader, fragment shader, shader program – What is it? What is it for?
- Attribute, uniform variable – What is it? What is it for?
- Voxele – methods of visualization
- Particle systems
- Polygon meshes, which elements are distinguished and why?
- Parts of OBJ file format (as described during lecture)
- Raytracing algorithm basics: main ray, reflected ray, transmitted ray, shadow ray.
- General knowledge about kd-trees, quad/oct trees and bsp trees. What are they used for?
- Baricentric coordinates and what they can be used for.
