Answer 4 out of the 6 general questions
and 3 out of 4 for each of the two sub-areas you chose (rendering and
VR/AR)
GENERAL
Color
Describe the commonly used approach to specify device
independent color, by which we can achieve a common set of colors across a
variety of devices.
The standard color system used by
device independent color has a number of limitations. One is that the
colors space is not perceptually uniform. What does this mean, and what
color spaces have been proposed to rectify this problem? What are the
limitations of these other spaces?
Even if we use a device
independent color specification, there is no guarantee that colors displayed
on different devices will actually appear the same. On one hand, colors
used in different images may not appear the same. On the other hand, the
same images may not appear the same on different devices. Discuss the
causes of both of these situations.
Perspective
Consider using, in the popular hardware graphics pipeline, a
transformation mapping (x,y,z) into (dx/(z+d), dy/(z+d), 0).
Explain and show with a simple example why it does not work.
Consider using, in the popular
hardware graphics pipeline a transformation mapping (x,y,z) into (dx/(z+d),
dy/(z+d), z). Explain and show with a simple example why it does not work.
Consider the common perspective
transformation that maps (x,y,z) into (dx/(z+d), dy/(z+d), dz/(z+d)). Prove
that it maps quadric surfaces to quadric surfaces.
Assume that a sphere is completely
visible on the screen. Under perspective projection will it appear as a
disk? Prove your answer.
Distance
What is the Hausdorff distance H(A,B) between two pointsets A and
B?
Let C*r be the union of all balls with radius and center in C.
Show that H(A,B)=r if and only if A is contained in B*r and B is
contained in A*r.
Consider that A and B are solids bounded by manifold triangle
meshes. Describe a practical algorithm for computing H(A,B).
Provide enough details to guide an implementation.
IBR
List the various effects that could make an image generate from a
lightfield incorrect. Illustrate each effect with a simple example.
The
lightfield technique is based on the assumption that color remainsconstant
along a ray that is free of occlusion. Yet, the density of photons that are
emitted by a light-reflecting point Q on a diffuse surface S and that reach
a viewpoint V decreases with the square of the distance ||QV||. Thus,
although the color may be the same, the perceived intensity of light should
vary along a ray. Which is correct? Explain.
Hidden surface. Describe 4 polygon hidden-surface algorithms and
describe their computational complexity in terms of the O() order of
operations on whatever the most relevant measure is for each algorithm.
For the complexity analysis, you can assume that you know all of the simple
facts about each polygon (area, number of sides, etc).
Graphics pipeline.
Describe the three most popular broad approaches of parallelization of
the traditional rendering pipeline. Analyze the rade-offs between these
approaches, and give an example of scenes/datasets that will make each
parallel scheme perform at peak efficiency and at minimal efficiency.
VR/AR
Registration.
When overlaying graphics on a user's view of the world using see-through
head-worn displays, there are a variety of factors that contribute to
registration errors. What are they? Discuss how to correct each of these
factors. Consider the factors in the context of both video see-through and
optical see-through displays.
Displays.
The goal of many augmented reality systems is to merge 3D graphics with
the user's view of the world. Simple solutions using off-the-shelf displays
(such as creating a video-mixed display using an opaque display and one or
more cameras) suffer from a variety of perceptual and practical problems.
Discuss the problems with current AR displays, and possible solutions to
these problems (if there are any). Discuss both solutions that have been
proposed, as well as those that have been implemented in research
systems.
Picking.
Describe three different techniques from the VR literature for picking a
single object in a 3D immersive space. For each of your three techniques,
describe their advantages and disadvantages with respect to accuracy, speed,
picking objects at a distance, picking objects in zones of high depth
complexity and any special characteristics of hardware or technique
required.
Tracking.
Describe three different techniques from the VR literature for picking a
single object in a 3D immersive space. For each of your three techniques,
describe their advantages and disadvantages with respect to accuracy, speed,
picking objects at a distance, picking objects in zones of high depth
complexity and any special characteristics of hardware or technique
required.
RENDERING
BRDF.
BRDFs provide a well-established way to represent reflective properties
of opaque materials. Discuss ways to generalize the notion of a BRDF in a
way which allows to describe the following physical phenomena:
light transmission
subsurface scattering
scattering in a cubical volume filled with floating particles
(smoke, aerosol or like).
Discuss the dimensionality of your representations.
Antialiasing
Describe a typical way in which an anti-aliased
polygon may be drawn (that is, no jagged edges). Include details about the
shape of a good reconstruction filter and how it is applied. Make sure this
answer isn't a duplicate of part (c).
Describe a typical way an
anti-aliased line may be drawn, including details about the reconstruction
filter.
Describe how an anti-aliased
polygon may be drawn by first drawing a crude aliased plygon and then
overdrawing the edges with anti-aliased lines. How are the pixels from the
anti-aliased lines blended with the pixels already in the framebuffer? Will
the result of this method be the same as from (a), and why?
Distribution raytracing.
Distribution ray tracing is a method by which particular integrals are
calculated for rendering. For each rendering effect listed in the sub-parts
below, write the equation for the integral that is being calculated.
Describe the quantities you use in the equation, especially the domain of
integration.
Soft shadows (penumbra)
Motion blur
Glossy reflection
Depth-of-field
Caustics
You are going to simulate the patterns of light called caustics that are
created by the way light is focused by water onto the bottom of a swimming
pool. You will render an image that shows the pool and the caustics from
the point-of-view of an observer outside of the water at the side of the
pool.
Explain what creates the
caustics, including the interaction of light with each surface along the
light's path from the light source to the observer's eye.
Describe a rendering method that
is capable of rendering this scene, and explain how it is that the caustics
are created.