Final Study Guide

The final exam is cumulative. It will cover topics from the entire course, including the last two weeks.

This is a rough outline - no promises that it includes everything (any ommission of a topic is not intentional).

For an outline of the first 12 weeks of class, see Exam 1 Study Guide and Exam2 Study Guide.

A more compact outline can be seen in the video outlines (which organizes things by lecture): Lecture Materials: Videos and Slides. This doesn’t include the workbooks or readings, but most important concepts were discussed in some video.

  1. Animation by deformation/transformation
    • motivations
    • methods
      • skinning / matrix palettes
      • shape interpolation (morphing)
      • non-linear deformations
      • grid deformers
      • cages
  2. 3D Shape Concepts
    • surfaces vs. solids
    • curves in 3D
  3. Strategies for Surface models
  4. Generalized Primitives for Surface Models
    • surfaces of revolution
    • generalized cylinders
    • sweeps (the general case of generalized cylinders)
    • lofting
  5. Free Form Surfaces Basics
    • basic approaches
      • parametric
      • implicit
      • procedural / subdivision
  6. Implicit Surfaces
    • basic idea
    • blob models (pros and cons)
  7. Parametric Surfaces
    • basic idea
    • why are they so complicated
    • things we want to do with surface patches (but are hard to do with parametric surfaces)
  8. Subdivision Surfaces
    • motivations
    • intuitions/definitions (limit curve)
    • 2D Examples (interpolating and non-interpolating)
    • triangle schemes
      • how to divide triangles
      • ordinary vs. extra-ordinary vertices
    • butterfly / modified butterfly
    • Loop scheme
    • Catmull-Clark
      • dividing quads
      • motivations
  9. Rasterization concepts
    • Pixel sampling models
  10. Rasterizing Lines
  11. Triangle rasterization
    • definitions of coverage and its implications
    • potential for aliasing and artifacts
    • scanline
    • barycentric checks
  12. Aliasing
    • basic concept
    • ways it appears in practice
      • texture downsampling
      • jaggies, crawlies
    • filtering intuitions
    • anti-aliasing approaches
  13. Rendering
    • lighting phenomena in the real world
    • light-centric vs. object centric
    • ray/path vs. global methods
    • ray bounce mechanics and statistical models
    • BRDFs
    • Forward and Backwards ray tracing
    • Stochastic ray tracing
    • Recursive Ray Tracing
      • Specular and Diffuse rays
      • importance sampling
    • Ray Casting performance
    • Issues with sampling
    • Distribution ray tracing
      • uses of distribution