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发表于 2007-01-07 16:35:38 楼主 | |
Final review 1, Explain what the following code does and describe the output. #include void mydisplay(){ glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glEnd(); glFlush(); } int main(int argc, char** argv){ glutCreateWindow("simple"); glutDisplayFunc(mydisplay); glutMainLoop(); } 2, OpenGL can be viewed as a state machine, a black box that contains a finite state machine. Explain what is a state machine. 3, To deal with multiple functions for a similar purpose, C++ and OpenGL take different approaches: C++ use overloading while OpenGL defined a number of functions which differ from each other in the last letter, for example, glVertex3f, glVertex2i, glVertex3dv all create vertex but the first take different data types as input. What is the advantage of each approach? 4,Assuming that a certain full-color (24 bit per pixel) RGB raster system has a 1024 by 1024 frame buffer, how many distinct color choices would we have available? How many different colors could we display at any one time? If 20 megabytes/second can be transferred, how much time (in seconds) will it take to load the frame buffer? 5, What is homogeneous coordinates? What is the advantage of them? 7. Describe the Bresenham aLGorithm for drawing lines. Explain the difference between the Bresenham algorithm and DDA. 8. Explain the algorithm for scan-converting convex polygons. It is not necessary to write the code, a precise narrative descripqion is sufficient. 9. What is the homogeneous form of a 2D point? 10. What is the homogeneous form of a 3D point? 11. Describe examples of aliasing. 12. Gamma describes what property of a CRT? 13. Consider this sequence of calls: glColor3f(1.0, 1.0, 1.0); glVertex3f(1.0, 1.0, 1.0); glVertex3f(2.0, 2.0, 3.0); glColor3f(0.0, 1.0, 1.0); What color is the vertex (1.0, 1.0, 1.0)? What color is the vertex (2.0, 2.0, 3.0)? 14. Convert these homogeneous points to Cartesian: (0,1,3,2), (2,1,3,4), (2,4,3,5). 15,. Give the 4x4 homogeneous matrix for a translation by (2,1,3). 16. How do you do a rotation about a point that does not go thru the origin? 18. What are the 3 primary suBTractive colors? 20. What is the difference between additive and subtractive output devices? 21. Describe 3 aliasing artifacts present in Computer Graphics. 22. Describe one method of anti-aliasing. Definitions Briefly define the following terms as they apply to computer graphics. 1. affine transformation 2. aliasing 3. anti-aliasing 4. GUI 5. callback 6. cathode 7. concave 8. convex 9. DDA 10. frame 11. frame buffer 12. gamma correction 13. homogeneous coordinates 14. ink jet 15. interlace 16. jaggies 17. LCD 18. keyframe animiation 19. left-handed coordinate system 20. lightpen 21. linear space 22. look-up table (LUT) 23. CAD 24. persistence of phosphor 25. pixel 26. raster display 27. RGB 28. world coordinates 29. Resolution, 30. Pixel 31. Color buffer 32. Depth, bit planes, 33. Bitmap |
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发表于 2007-01-07 17:15:14 1楼 | |
您的内容正在火速审核中,请稍等 |
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发表于 2007-01-07 19:54:13 2楼 | |
偶不会,呵呵 | |
发表于 2007-01-08 17:45:56 3楼 | |
对 1楼 中关村长 说: ========================= in china!BUT my teacher is so T-bag.do u think so? |
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发表于 2007-01-08 17:46:48 4楼 | |
对 1楼 中关村长 说: ========================= can you help me ? thanks very good |
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发表于 2007-01-08 19:41:54 5楼 | |
都是高手 | |
发表于 2007-01-10 23:20:11 6楼 | |
I can understand little | |
发表于 2007-01-11 11:20:43 7楼 | |
I like English too,but its so difficult to me! Sorry! |
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发表于 2007-01-12 05:47:39 8楼 | |
。。。暈! | |
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