Fall 1999 Qualifier: Graphics and Visualization area


Directions: The Qualifier Exam is structured into two parts as follows:


PART 1 — GENERAL COMPUTER GRAPHICS QUESTIONS: Each candidate must answer 4 out of the 6 proposed general questions.

PART 2 - SUB-AREA QUESTIONS: Each candidate must select 2 sub-areas amongst the 3 listed below:
A. Modeling and Geometric Computing (Jarek Rossignac, Chuck Eastman)
B. Rendering (Greg Turk)
C.Virtual and Augmented Reality (Larry Hodges, Blair MacIntyre)

In each selected sub-area, the candidate must answer 2 out of the 4 proposed questions.

____________________________________________________________________________
Please check in the list below all the areas and questions that you have selected to answer:

YOUR CANDIDATE NUMBER:_________

GENERAL QUESTIONS: __1, __2, __3, __4, __5, __6

SELECTED AREAS AND QUESTIONS:
__ Area A, Modeling and Geometric Computing: A1__, A2__, A3__, A4__
__ Area B, Rendering: B1__, B2__, B3__, B4__
__ Area C, Virtual and Augmented Reality: C1__, C2__, C3__, C4__
_________________________________________________________________
RECOMMENDATIONS:
Your answers can be typed or hand written, but must be perfectly legible. Feel free to use hand drawn figures to illustrate your point. Try to provide concise, yet complete answers. Include just enough details to convince the faculty committee that you understand the issues and would be perfectly capable of working out the details if needed. Use high level pseudo-code for algorithms (such as "For each vertex V of polyhedron P do if V lies inside polyhedron Q then report a hit."). Use vector and matrix notations whenever possible for all geometric calculations. You are authorized to use your notes, textbooks, and papers, provided that you include in your answer the references that you are using. Remember that it is always a good idea to state what your assumptions are, especially if you think the question can be interpreted several ways.


GENERAL COMPUTER GRAPHICS QUESTIONS

1.     Explain and justify the perspective transformation used in contemporary graphics pipelines. In particular, answer the following questions:

2.     Consider a set of triangles in three-space. We want to discuss when they form the boundary of a manifold solid.

3.     Provide a complete description of Binary Space Partition Trees as they are used for visible surface determination. Include pseudo-algorithms for how a BSP Tree is constructed from a boundary representation, how the BSP tree is used when an image is rendered, advantages and disadvantages of BSP trees compared to other visible surface determination techniques, and any other details that you think are important.

4.     List the major steps in a typical rendering pipeline and, for each one, point out which (scene, lighting, viewing) parameters influence its performance. Define precisely conditions under which using texture mapping instead of geometric details will result in improved rendering performance. Also define conditions for levels-of-details techniques to improve performance. Discuss the range of these parameters for practical applications of 3D graphics found currently in the consumer market and conclude on the expected benefits of texture mapping and LOD in these situations.

5.     Octrees, uniform cell decomposition, and bounding hierarchies are three data structures that can help accelerate ray tracing.

6.    Aliasing is a problem that we constantly encounter in computer graphics.

 

PART II: SUB-AREA QUESTIONS. ANSWER TWO OF FOUR QUESTIONS IN ANY TWO OF THE SUB-AREAS

MODELING AND GEOMETRIC COMPUTING

A1.     A set of N triangles splits the 3D space into regions (a region, also called a 3-cell, may be formally defined as the maximally connected component of the difference between the 3D space and the union of all the triangles). Assume for simplicity that all triplets of triangle-supporting planes intersect at a single point.


A2     Let C be a polygonal curve in 2D that joins point A to point B.

A3.     Discuss five precise representations of a polygonal region:

A4.     Consider two poses of an object. Each one is defined by a 4x4 matrix that represents the rigid-body transformation that moves the object from its initial position and orientation to the desired pose. Explain the meaning of the different entries in the matrix. Why do people use a 4x4 matrix? What are its drawbacks and advantages? Given the matrices for the initial and final poses, we want to compute and animate a minimum-angle rotation and minimum displacement translation that move the object from the initial to the final pose. Describe an algorithm for doing so and include the details of the geometric calculations using matrix and vector notations.

RENDERING

B1.     Discuss the advantages and limitations of Image-Based Rendering techniques based on the concept of Lightfield (also called Lumigraph). Explain how the data for such a concept is acquired, stored, and used for interactive graphics. Explain how Lightfields are related to panoramas and to the plenoptic function. Specifically, explain what conditions are imposed on the viewer by the choice of using Lighfields. Discuss the advantages and drawbacks of light fields over polygon shading, radiosity, raytracing, and texture mapping.

B2.     The Rendering Equation.

B3.    This question explores the flexibility of two common approaches to direct volume rendering, namely Levoy-style ray tracing and Westover-style splatting.

B4.     There are many occasions in rendering where the three steps of pre-filtering, sampling and reconstruction are performed. Select TWO rendering techniques from the following list: 2D image texture mapping, volume rendering, light field rendering, and ray tracing.

VIRTUAL AND AUGMENTED REALITY

C1.   a) There are several different tracking technologies used by virtual and augmented reality. Describe the advantages and disadvantages of each of the following technologies: magnetic, ultrasonic, gyroscopic, vision (using fiducial marks).

    b) Compare the tracking requirements of AR and VR, and discuss which of the above tracking techniques are most appropriate for each (and why).

    c) Recently, there has been research in creating hybrid trackers that combine two or more sensors to form a single tracker that has some of the benefits of each sensor, while avoiding the disadvantages. Most of these efforts combine vision with something else: describe an example hybrid vision tracker (at a high level) and discuss the advantages of the component sensors that are desired, and the disadvantages of the component sensors that your example hopes to avoid.

    d) The Intersense hybrid tracker does not use vision, but combines a variety of inertial, magnetic and tilt sensors with an ultrasonic sensor. The ultrasonic sensor has a very low accuracy (2-3 cm): why is this acceptable in the context of this hybrid tracker?

C2.     Virtual Reality/Environments may be viewed as an application area that creates challenging research problems across a number of fields. For example, some of the issues in the design of head-mounted displays are usually addressed in an academic environment in a physics or optical engineering department while others may be research issues for industrial engineering or industrial psychology. Describe three different research problems in the area of Virtual Environments that would also be appropriate research problems in three different areas in the College of Computing (areas are Learning Sciences and Technology, Computer Architecture, Database Systems, Graphics & Visualization, Human-Computer Interaction, Intelligent Systems, Networking & Communications, Programming Languages & Compilers, Software Methodology & Engineering, Systems, Theory). For each problem describe why it is of interest to VR and why it is a research problem in an area of computing.

C3.     Give complete description of a hierarchical tree structure that could be used to represent the relative locations and orientations of all the components of a virtual environment, including transmitter, receivers, user, and geometric objects in the world. From your example describe how you would compute the transformations that represent an object’s position if the object were to begin on a table in the scene, be picked up by the user’s hand, then moved to and deposited on a second table in the scene.

C4.     Answer the following questions with respect to VR display systems: