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?)