Final review topics. This represents a PARTIAL list of topics that may be covered on the final exam. It's meant to give you a starting point to guide your studying but is by no means complete or authoritative. Good luck! -Bryan Human vision Dynamic range Anatomy Rods Cones (short, medium, long) Color perception Metamers Simultaneous contrast Perceptual difference between colors Spectral distributions Color spaces and gamuts RGB - additive HSV - additive XYZ (CIE) - additive CMYK - subtractive Surface and material properties Diffuse (aka Lambertian) surfaces Specular surfaces Fluorescence Phosphorescence Iridescence Scattering (and sub-surface scattering) Phong illumination model BRDF and Light Fields General graphics Areas of application Medical imaging Video games Films Digital images Types of images raster vector Model representations CSG Polygonal (mesh) Barycentric coordinates Implicit surfaces Parametric surfaces Hermite basis/spline B-spline basis/spline Natural basis/spline Tensor-product surfaces Bezier surface B-spline surface NURBS surface Subdivision surfaces Bezier subdivision B-spline subdivision Catmull-clark subdivision Point-based Rendering (splats) Surface modeling / editing Simulation Linear Transformations 2D Rotation Scale Translation Shear Homogenization 3D Rotation axis-angle exponential maps quaternions Scale Translation Shear Homogenization Perspective Singular-value decomposition Radiometry and Global Illumination Radiometry Irradiance - light energy striking surface Radiant Exitance - light energy leaving surface Radiance - light energy through point Light field Rendering equation Ray tracing Projection Image plane Eye position Rays eye shadow reflected refracted Ray-object intersection Sphere Triangle Distributed ray tracing Anti-aliasing Soft shadows Caustics Radiosity Lambertian assumption View-independent solution Discretization Form factors Patch interpolation Photon Mapping Photon tracing Interpolation Final gather Ambient Occlusion BSP Trees Construction Traversal Perspective Vanishing points Distortion Projection Clipping planes Polygon clipping algorithm(s) Visibility Z-buffer (aka depth buffering) Painter's algorithm Orthographic projection Texture and Other Maps Texture coordinates Procedural Textures MIP map Bump map Displacement map Environment map Shadow map Animation Key-frame Motion capture Pipeline Systems Passive optical Active optical Magnetic trackers Electromechanical Adjusting captured data Blending motion data (problems?) Motion transitions Motion graphs Procedural Simulation-based Particle systems Time integration Explicit/forward simple fast unstable (maybe) tends to gain energy RHS includes only info from current timestep modifications (midpoint, Runge-Kutta, etc) Implicit/backward complex (must solve system) slow stable (maybe) tends to lose energy RHS includes info from next timestep Spring-mass systems Zero-length springs (linear) Non-zero length springs (non-linear) Edge springs Damping Spring constants Structures Motion blur Kinematics Joints Degrees of freedom Pin Ball Prismatic Forward kinematics Tree structure Inboard/outboard bodies Inverse kinematics Problems No solution - why? Multiple solutions - why? Solve numerically Jacobian matrix Construction Inversion (SVD) Singularities (when? how to deal with?)