The first test will be given in class on Monday, October 4. It covers Chapters 1, 2, and 3 from the textbook.
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 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. Specific questions about graphics APIs will be limited to Canvas2D and OpenGL 1.1 graphics.
Here are some terms and ideas that you should be familiar with:
computer graphics pixels painting programs vs. drawing programs (such as Gimp vs. Inkscape) Basic concepts about the elements of 3D Graphics: geometric modeling lighting and material geometric transformations textures viewing and projection animation pixels vector graphics alpha color component and translucency aspect ratio coordinate system stroking and filling as basic operations in 2D graphics paths in 2D graphics bezier curves; control points for cubic bezier curves 2D transformations: scale, rotate, translate, shear combining transformations (transforms are applied to objects in the opposite of their order in the code) 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 3D graphics, and how it differs from 2D rendering a scene 3D coordinate systems and the z-axis the standard OpenGL coordinate system right-handed and left-handed coordinate system transformations in 3D: scale, rotate, translate using glPushMatrix/glPopMatrix to implement hierarchical graphics in OpenGL hidden surface problem painter's algorithm the depth test algorithm the depth buffer, also called the z-buffer rotation in 3D; the axis of rotation the right-hand rule for direction of rotation in 3D in a right-handed coordinate system 3D coordinate systems in OpenGL object coordinates world coordinates (no objective existence in OpenGL) eye coordinates clip coordinates (OpenGL default coordinate system, from -1 to 1 in all directions, also called normalized device coordinates) device coordinates modeling transform viewing transform the modelview transformation why modeling and viewing transforms are combined (equivalence of modeling and viewing) projection transform orthographic projection perspective projection the view volume, and how it relates to the projection transformation the near and far clipping planes in the projection transformation the idea of a "camera" IFS (Indexed Face Set) front and back faces of a polygon basic idea of using glDrawArrays and glDrawElements, and why they are used OpenGL primitives: GL_POINTS GL_TRIANGLES GL_LINES GL_TRIANGLE_FAN GL_LINE_LOOP GL_TRIANGLE_STRIP GL_LINE_STRIP OpenGL 1.1 functions that you should understand and be able to use: glEnable(GL_DEPTH_TEST) glDisable(GL_DEPTH_TEST) glBegin(primitive) and glEnd() glVertex3f(x,y,z), glVertex2f(x,y) // Also, the "d" versions of functions glColor3f(x,y,z) glScalef(a,b,c) glRotatef(angle, axisX, axisY, axisZ) // angle in degrees glTranslatef(dx,dy,dz) glPushMatrix() glPopMatrix() HTML Canvas2D graphics: the properties graphics.lineWidth, graphics.fillStyle, and graphics.strokeStyle graphics.scale(a,b); graphics.beginPath(); graphics.rotate(angle); graphics.moveTo(x,y); graphics.translate(dx,dy); graphics.lineTo(x,y); graphics.save(); graphics.bezierCurveTo(cx1,cy1,cx2,cy2,x,y); graphics.restore(); graphics.fill(); graphics.fillRect(x,y,w,h); graphics.stroke(); graphics.strokeRect(x,y,w,h);