Preparation for the final
Here is a list of the items you'll want to
study up on for the final, which will be on Monday, May 10,
in rm 109, from 2pm to 3:50pm.
Everything on the final will be something
we covered in class.
Topics to study up on for the final:
- Brush up on the material
    you studied for the midterm.
 - Brush up on splines:
    Understand what the Hermite and Bezier matrices do.
    If I give you values and slopes at the start
    and end of an interval, be prepared to figure
    out how to compute the coefficients of a cubic curve
    at3 + bt2 + ct + d.
 - Brush up on surface shading:
    Understand the different parts of the phong shading model.
    Make sure you know what makes light reflect
    diffusely and what makes light reflect specularly.
 - Brush up on lighting:
    Understand the difference in behavior between a light at infinity,
    and a light at a finite distance in the scene.
    Understand how to model extended light sources.
    Know how to render fog.
 - Brush up on texture mapping:
    Understand how to map an image onto a sphere, a cylinder, etc.
    (eg: if you are given the x,y,z coordinates on a cylinder, you
    should be able to compute the u,v coordinates on a texture
    image that maps onto that cylinder.
 - Brush up on procedural textures:
    Understand what the noise function does,
    and why I say that because it maps each point (x,y,z) in space to a value,
    it acts like a solid material that you can ``carve out'' of a shape.
    Think about how you'd make procedural stripe textures or polka dot textures.