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

  • The format of the exam follows the Mid-Semester Test - you will be required to write your solutions directly into spaces allocated in the exam paper itself, instead of into script books.
  • The exam will be two (2) hours in duration
  • The exam is closed book and No calculators will be allowed.
  • The exam is worth 50% of the marks for the subject.

    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

  • The rendering pipeline
  • Coordinate systems including Cartesian coordinates & matrix Coordinates
  • Polygonal geometry
  • The homogeneous coordinate system
  • Perspective geometry including parallel and perspective projections
  • Transformation geometry including geometric transformations such as rotation, translation, scaling and shear
  • The Phong illumination model including ambient, Lambertian and specular reflection
  • The Gouraud and Phong shading (also known as rendering) models
  • Three-dimensional transformations and perspective
  • Rasterization adn Barycentric Coordinates
  • Interpolation, including Bezier splines or cubic splines
  • Recursive ray tracing, Shadow volumes & Refraction
  • Kinematics (forward, just the basics of this)

    NOT examinable

  • CG language (of Unity)
  • Inverse Kinematics
  • BSP Trees
  • Input (Interaction, Picking in 3D & Accelerometers
  • Radiosity & Global illumination
  • Particle Systems & Geometry Shaders
  • Virtual Environments and Game AI (invited lecture by Michael Papasimeon)
  • Augmented Reality (invited lecture by Kevin McDonald and Lyndon Benke with HoloLens)
  • Calculating determinants of matrices
  • Convolution
  • Scan conversion algorithm for polygons and lines
  • Norman's Model of Task Performance and related concepts
  • Goals, Operators, Methods, Selction rules (GOMS) analysis
  • Ray tracing
  • Fitts Law
  • Keystroke-level modelling (KLM)
  • Matrix factorization algorithms including LU decomposition and Gaussian elimination
  • Crout's algorithm
  • (Forward) Kinematics and Inverse kinematics
  • Binary space partition algorithm
  • Cohen-Sutherland outcode algorithm
  • Painters algorithm
  • Warnock-style subdivision
  • Voronoi diagrams
  • The CIE colour system
  • Lagrange interpolation
  • Anti-aliasing
  • Matrix condition numbers
  • JPEG image compression
  • The details of image formats