CS4202: Test. 1. Write the letter corresponding to the library name next to the statement or statements that describe library.

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CS4202: Test Name: 1. Write the letter corresponding to the library name next to the statement or statements that describe library. (4 points) A. GLUT contains routines that use lower level OpenGL commands to perform tasks B. GLU routines that provide the MS Windows to OpenGL interface C. WGL window system independent toolkit D. GLX Extension to OpenGL for use only on the Unix operating system. 2. List three characteristics a polygon should have to insure proper rendering by OpenGL. (3 points) 3. State the purpose of Normal Vectors in a single sentence. Indicate the proper length of a normal vector for use in OpenGL lighting calculations. (2 points) 4. Write an equation, which gives the definition of aspect ratio. (1 point) Page 1 of 7

5. Below are descriptions of several objects, which would require numerous polygons to model in a realistic manner. Next to each description, write whether you would assign averaged normals to co-located vertices of adjacent polygons or use distinct normals for each polygon face. (5 points) A. An Icosahedron B. A ball modeled using an icosahedron C. A Geodesic dome D. A cereal bowl E. A cut diamond 6. List two types of shading available in OpenGL and describe in one sentence how the color of a polygon is determined under each type. (4 points) 1. 2. 7. List the transformations which must be carried out on a vertex to place it in window coordinates in the order in which they must appear as OpenGL commands in a graphics application, then list the transformations in the order in which they are actually carried out during execution. (6 points) Page 2 of 7

8. Complete the below table by checking the characteristics that apply to the two principle types of projection transformations. (6 points) Projection Type Orthogonal Preserves Angles Parallel lines remain parallel Relative Dimensions remain unchanged Center of projection at infinite distance Frustum shaped view volume Foreshorting effect Perspective 9. The function drawpyramid() renders a pyramid centered on the current origin. Below are several OpenGL commands that generate transformation matrices. Number the commands to place them in an order that will cause the pyramid to be rendered with the following characteristics. Cross out any unnecessary commands. (6 points) Global Position: X = 5, Y = -3, Z = 12 Global Orientation: Upside down, pointing in the Y direction glloadidentity(); glrotated(180.0, 1.0, 0.0, 0.0); gltranslated(5.0, -1.0, 0.0); glrotated(90.0, 1.0, 0.0, 1.0); gltranslated(-3.0, 5.0, 12.0); gltranslated(0.0, -2.0, 12.0); drawpryramid(); 10. Complete the below table by check marking the characteristics which are applicable to true type and bitmap fonts. (4 points) Font Type Bit Map Geometric Representation Fixed Size Can be rotated, scaled, & translated Relatively Fast to Render True Type Page 3 of 7

11. The function draweagle() renders a bird centered on the origin with its beak pointing down the x-axis. Below are four OpenGL commands that generate transformation matrices. Number the commands to place them in an order that will cause the bird to be rendered with the following characteristics. Cross out unnecessary commands. (8 points) Size: bird to be drawn twice normal length, width and height unchanged Global Orientation: 30 degrees of roll to the left, heading of 075 (+z axis is north) Global Position: X = 33, Y = 53, Z = -78 glloadidentity(); glrotated(165.0, 0.0, 1.0, 0.0); glrotated(-165.0, 0.0, 1.0, 0.0); glrotated(-195.0, 0.0, -1.0, 0.0); gltranslated(33.0, 53.0, -78.0); glscaled(2.0, 1.0, 1.0); glrotated(180.0, 1.0, 1.0, 0.0); glscaled(2.0, 0.0, 0.0); glscaled(1.0, 2.0, 1.0); glrotated(-30.0, 1.0, 0.0, 0.0); glrotated(30.0, 1.0, 0.0, 0.0); glrotated(30.0, 0.0, 1.0, 0.0); gltranslated(33.0, -78.0, 53.0); draweagle(); 12. List the three factors with which the OpenGL lighting model is concerned. (3 points) Page 4 of 7

13. Complete the given picture that illustrates the contents of the modelview stack following completion of the given sequence of OpenGL commands. The symbol for the matrix generated by each command is given as a comment. If a stack matrix is the result of multiplying several matrices together, write a mathematical expression for the matrix i.e. If a matrix on the stack is the result of multiplying matrix A times B write [A][B] (remember order is important). Assume the stack is initially empty. (8 points) glloadidentity(); // [I1] glrotated(...); //[R1] gltranslated (...); //[T1] glpopmatrix (); glrotated(...); // [R2] gltranslatef(...); // [T2] gltranslatef(...); // [T3] glrotatef(); // [R3] glscalef(...); // [S1] glpopmatrix(); Top of stack Bottom of stack Page 5 of 7

14. Complete the following table by check marking the factors that influence the intensity of the various types of illumination for a given vertex. (8 points) Type of illumination Ambient Ambient Material Color Diffuse Material Color Specular Material Color Ambient Light Intensity Diffuse Light Intensity Specular Light Intensity Object Orientation relative to light source Object Orientation relative to the view point Specular Diffuse 15. Indicate where you would set the position the following light sources in the code below by writing the name of the light at the appropriate position in the code. (8 points) GL_LIGHT0 // positional light which orbits the objects in the scene GL_LIGHT1 // positional light 15 units above the center of the scene GL_LIGHT2 // positional light fixed to the view point GL_LIGHT3 // directional light fixed relative to the entire scene glloadidentity(); _ executeviewingtransforms(); // Complete all viewing transformations _ glrotatef(...); gltranslate(...); drawobjecta(); glpopmatrix(); _ glrotatef(...); _ glpopmatrix(); Page 6 of 7

16. Write the basic steps of the depth buffer algorithm. (6 points) 17. Name and describe the primary limitation of the Z buffer algorithm. (2 points) Page 7 of 7