2016 Exam Syllabus - what is examinable in the exam?:
Lecture 1:
Introduction
Lecture 2:
Perspective & Polygonal Geometry
(basis of Blender & Unity)
Lecture 3:
The rendering pipeline I; the CG shader language & the GPU
Lecture 4:
2D transformations (Matrix geometry and homogeneous coordinates)
Lecture 5:
3D transformations (Quaternion geometry)
Lecture 6: Not examinable Virtual Environments and Game AI - Invited Lecture (Michael Papasimeon)
Lecture 7: Lighting -
Illumination models
Lecture 8: Lighting - Surface rendering and shading
Lecture 9: Rasterization and barycentric coordinates
Lecture 10:
RGB images, Texture & Bump mapping ARE examinable; CIE & amp; HSV colour systems NOT examinable
Colour, Texture & Bump mapping: Colour slides & Textre and other Mappings (Angel, Chapter 7, from CMU).
Lecture 11: Bezier cures & B-Splines ARE examinable
Interpolation & parametric equations (piecewise, linear, polynomial & splines)
Lecture 12: Recursive ray tracing, Shadow volumes & Refraction IS examinable; BSP trees NOT examinableRay tracing & shadow volumes & Shadow Volumes toolkit (Unity) & Practical Techniques for Ray Tracing (tutorial)
Lecture 13: Not examinable (Input (Interaction, Picking in 3D & Accelerometers))
Lecture 14: Not examinable (Project 2 - examples & group formation)
Lecture 15: Not examinable
Radiosity & Global illumination
Lecture 16: Mid-Semester Test
Lecture 17: Not examinableParticle systems & Geometry shaders (in Unity)
Lecture 18: Movement & kinematics
Lecture 19: Dedicated to working on project 2
Lecture 20: Dedicated to working on project 2
Lecture 21: Not examinableLecture 21: Inverse Kinematics
Lecture 22: Not examinable Augmented Reality (Hololens)
Exam information, Semester 2, 2016
Exam format
Topics INCLUDED
In general, the exam will contain questions based on material from lectures and excercises/questions associated with those lectures.
Algorithms and techniques to know for exam
NOT examinable