The first test will be given in class on Monday, September 30. The test will cover Section 0 through the first half of Section 9 of the notes. From Section 9, it will only cover normal vectors and the basic ideas of lighting. The test will also cover Labs 1 through 5.
Some things not on the test: using class Path2D to draw with Java; writing HTML or CSS; working with checkboxes and popup menus in JavaScript; GLUT event handling, such as glutKeyboardFunc(f); programming in C aside from writing basic OpenGL code; setting up JOGL; matrices; homogeneous coordinates.
The format of the test will be the usual: some essay questions and definitions; reading some code and explaining its purpose; writing some code. There will probably be some geometrical questions that ask you to work with transformations and primitives. I might give you some code and ask you what it draws. I might give you a picture and ask how it could be drawn. There will be less actual coding than on most of my tests.
Here are some terms and ideas that you should be familiar with:
computer graphics pixels painting programs vs. drawing programs Basic elements of 3D Graphics: geometric modeling lighting and material geometric transformations textures viewing and projection animation 2D graphics with Java Graphics2D AffineTransforms in Graphics2D: g.scale(a,b); g.rotate(angle); // angle in radians g.translate(dx,dy); g.shear(a,b); AffineTransform transform = g.getTransform() g.setTransform(transform); Shape classes that use real numbers Line2D, Line2D.Float, Line2.Double Rectangle2D, Rectangle2D.Float, Rectangle2D.Double Ellipse2D, Ellipse2D.Float, Ellipse2D.Double g.fill(shape) g.draw(shape) All the old Java graphics stuff, like g.setColor, g.drawLine, g.fillRect, ... aspect ratio antialiasing modeling transformation combining transformations (applied to an object in the opposite order to their order in the code) bezier curves; control points for bezier curves hierarchical modeling using subroutines to implement hierarchical modeling scene graphs traversing a scene graph how a stack of transformations is used while traversing a scene graph Basic JavaScript programming: variables are untyped using var to declare variables writing subroutines using the syntax: function name(params) { ... } JavaScript arrays JavaScript objects things that are essentially like Java (assignment, if, for, while, try) HTML canvas graphics: the properties graphics.lineWidth, graphics.fillStyle, and graphics.strokeStyle graphics.scale(a,b); graphics.rotate(angle); graphics.beginPath(); graphics.translate(dx,dy); graphics.moveTo(x,y); graphics.save(); graphics.lineTo(x,y); graphics.restore(); graphics.arc(x,y,radius,startAngle,endAngle); graphics.fillRect(x,y,w,h); graphics.fill(); graphics.strokeRect(x,y,w,h); graphics.stroke(); 3D graphics 3D coordinate systems and the z-axis the standard OpenGL coordinate system right-handed coordinate system hidden surface problem painter's algorithm depth test and the depth buffer rotation in 3D; the axis of rotation the right-hand rule for direction of rotation in 3D object coordinates world coordinates eye coordinates clip coordinates device coordinates the modelview transformation; relationship between modeling and viewing transforms using glPushMatrix/glPopMatrix to implement hierarchical graphics in OpenGL projection transform orthographic projection perspective projection the view volume the depth test requires a finite view volume lighting and materials the difference between "color" and "material" in OpenGL vectors length of a vector unit vector dot product of two vectors normal vectors how normal vectors are used for lighting diffuse reflection and specular reflection the OpenGL primitives: GL_POINTS GL_TRIANGLES GL_LINES GL_TRIANGLE_FAN GL_LINE_LOOP GL_TRIANGLE_STRIP GL_LINE_STRIP OpenGL 1.0 functions that you should understand and be able to use: glClearColor(r,g,b,a) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBegin(primitive) and glEnd() glVertex3f(x,y,z), glVertex2f(x,y), etc glColor3f(x,y,z) glNormal3f(x,y,z) glTranslatef(dx,dy,dz) glScalef(a,b,c) glRotatef(angle, axisX, axisY, axisZ) // angle in degrees glPushMatrix() glPopMatrix() glMatrixMode(GL_PROJECTION) and glMatrixMode(GL_MODELVIEW) glLoadIdentity() glFrustum(left,right,bottom,top,near,far) glOrtho(left,right,bottom,top,near,far) glEnable(GL_DEPTH_TEST) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_COLOR_MATERIAL) glEnable(GL_NORMALIZE) GLUT and GLU functions that you should understand and be able to use gluLookAt( eyex,eyey,eyez, refx,refy,refz, upx,upy,upz ) glutSolidCube(size) glutSolidSphere(radius,slices,stacks) glutSolidCylinder(radius,height,slices,stacks) glutSolidCone(radius,height,slices,stacks)