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SER332 Lecture 25

SER332 Lecture 25

Introduction to Graphics and Game Development
Final Review
(201804)

B546a9b97d993392e4b22b74b99b91fe?s=128

Javier Gonzalez
PRO

April 26, 2018
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  1. jgs SER332 Introduction to Graphics and Game Development Lecture 25:

    Final Review Javier Gonzalez-Sanchez javiergs@asu.edu PERALTA 230U Office Hours: By appointment
  2. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 1 jgs

    Disclaimer These slides provide examples of common questions They are NOT comprehensive
  3. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 2 jgs

    Viewports § Divide the screen in two vertical view ports § Or, add a second viewport to show the score of a game
  4. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 3 jgs

    OpenGL § Write a short programming segment that draws the triangle fan shown below. You do not have to worry about setting projections, opening windows, setting the camera, transformations, …. Just the code to draw the triangle fan. Make sure triangles are in counterclockwise order (0,1) (-3,3) (-1,5) (1,4) (3,2)
  5. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 4 jgs

    OpenGL glLoadIdentiy(); glTranslatef(10, 0, 0); glRotatef(45, 0, 0, 1); // draw a square from 0,0 to 10,10.
  6. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 5 jgs

    Vector Programming § Given the arrays vec3f vertices[NUM_VERTICES]; // float vec3i indices[NUM_TRIANGLES]; // integer § Write a procedure that returns the per-face normal vector for a face with number index vec3 computeFaceNormal(int index) { }
  7. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 6 jgs

    Vector Programming § Given the arrays vec3f vertices[NUM_VERTICES]; // float vec3i indices[NUM_TRIANGLES]; // integer § Write a procedure that returns the per-vertex normal vector for a vertex with number index vec3 computeVertexNormal(int index) { }
  8. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 7 jgs

    Mesh Data Structure Define a mesh data structure able to store: § vertex/faces, § normals per face, and § texture coordinates. You worked with one like this in your project 4.
  9. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 8 jgs

    Mesh Data Structure § Store values in the mesh data structure to define a right-angled triangle at coordinates [0, 0, 0]. Legs are aligned to axis X and Y, respectively. Its length is 50.
  10. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 9 jgs

    Textures § Given the BMP image shown below. Store values in the mesh data structure to apply a texture to the triangle defined above and make it looks like shown in the second image below BMP file Model
  11. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 10 jgs

    Textures § Create a display list for a cylinder using triangles with a texture as done in the previous question.
  12. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 11 jgs

    Materials § Write the code to create a triangle that has the highest emissive values. It should be the brightest object in any scenario.
  13. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 12 jgs

    Materials § Write the code to create a triangle and apply Emerald material
  14. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 13 jgs

    Materials § Is the shininess value for chrome greater than or lower than rubber? __________________ § Are the diffuse constants for pearls greater than or lower than plastic (black)? __________ § Are the specular constants for metals greater than or lower than pearl? ________________
  15. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 14 jgs

    Navigation § Make the camera move autonomously from point A to point B. Given that the method scenario() return a display list with the four buildings described below. Buildings are 100x100x100 units
  16. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 15 jgs

    Display List § Create a display list for: spaceship, ufo, asteroid
  17. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 16 jgs

    Animation § Move the spaceship using the keyboard § Move asteroids randomly § Move ufo around the screen
  18. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 17 jgs

    OpenGL § What does OpenGL stand for? § What does GLU stand for? § What does GLUT stand for? § Give three OpenGL commands as example?
  19. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 18 jgs

    Hardware Define the following terms: § refresh rate, § resolution, § frame buffer, § pixel, § aspect ratio, § depth of the frame buffer
  20. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 19 jgs

    Linear Algebra § Given three vertices of a triangle (v1, v2, v3), how can you compute the normal vector for v2?
  21. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 20 jgs

    Matrix § Add § Subtract § Dot Product § Cross Product § Multiply
  22. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 21 jgs

    Fonts § Give one advantage and one disadvantage of a bitmap font. § Give one advantage and one disadvantage of an outline font.
  23. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 22 jgs

    Frame Buffer How many bits does a frame buffer need for: § 1024 x 768 resolution § RGB values and alpha values and 8 bit z- buffer How many bytes does a frame buffer need for: § 1000 x 1000 resolution § RGBA values § Double buffering
  24. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 23 jgs

    OpenGL § Write the glut command to request a display mode that has: double buffering and RGBA color values. § Write the glut command to request a display mode that has: single buffering and RGB color values
  25. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 24 jgs

    Projection § Camera Point (3,4,5) § Look at Point (6,3,2) § “up” vector (0,1,0)
  26. jgs SER332 Introduction to Graphics Javier Gonzalez-Sanchez javiergs@asu.edu Spring 2018

    Disclaimer. These slides can only be used as study material for the class SER332 at ASU. They cannot be distributed or used for another purpose.