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1) Draw a standard computer graphic pipeline. Briefly discuss the functionality of each part.
Application
Texturizing
Data
View
Description
Lighting
Display
Data
2) The direction of the light source has been given as L. Given the vertex of object P(x, y, z), calculate the
projection p(x, y, z), where y = 0.
y = 0; Similar with the example covered in the chapter three, we can simply limit the 3D coordinates in a 2D
plane and solve the simple geometry correspondingly.
Since
(x x) / (y y) = lx / ly
(z z) / (y y) = lz / ly
we can get the final vertext of P as follows:
P(x y (lx / ly), 0, z y (lz / ly))
3) Give two vectors A = [-3, 4], B = [2, 3], calculate the inner product and the cross product. Calculate the
angle too.
Though the vectors are represented in a 2D form, we should expand them to 3D space before calculating the
inner and cross product.
A B = 6
A B = 0i + 0 j 17k
A = ( 3) 2 + 4 2 + 0 2 = 5
B = 2 2 + 32 + 0 2 = 13
A B
sin( ) =
AB
= 70.560
x2 y2
b) The ellipse + = 1 , parameterized counter clockwise
16 25
The normal of this triangle is n = [1, 1, 1]. Since the equation of a plane is n p + d = 0 for all p on the
([1,1,1] + t[ 1,1,1]) [1,1,1] = 1 , we get t = 2/3. So the line intersects the plane at (1/3, 1/3, 1/3). Put them
a) T ( x ) = sin(2 x )
b) T ( x ) = log( x / 3)
8) Provide a transformation matrix to do the following job. Rotate the object by degree , then scale x by 1/3
and scale y by 2.
1 / 3 0 cos sin
0 2 sin cos