CSC 461: Computer Graphics I (Fall 2006)

 

Assignment 5

 

Due December 8, 2006

 

 

 

 

  1. (Ex. 6.2) Often, when a large polygon is shaded by OpenGL, it is rendered brightly in one area and more dimly in others. Explain why the image is uneven. Describe how you can avoid this problem

 

  1. (Ex. 6.3) In the development of the Phong reflection model, why do we not consider light sources being obscured from the surface by other surfaces in our reflection model?

 

  1. (Ex. 6.4) How should the distance between the viewer and the surface enter the rendering calculations?

 

  1. (Ex. 6.19) As geometric data pass through the viewing pipeline, a sequence of rotations, translations, scaling, shearing, and a projection transformation is applied to the vectors that determine the cosine terms in the Phong reflection model. Which, if any, of these operations preserve the angles between the vectors? What are the implications of your answer for implementation of shading?