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.