CSE 781 Real-time Rendering
Exam Study Guide
- OpenGL Pipeline, GPU's and Stream Processors
- Why do we call the GPU a stream processor?
- What are the five programmable parts in DirectX 11?
- Why do I state that most OpenGL pipeline diagrams are wrong?
- What restrictions are there in going from a vertex shader to a geometry shader?
- GLSL
- Write a simple shader to do X.
- What is a fragment?
- What is meant by a uniform shader model?
- Give at least three types of memory available in a GLSL shader.
- Buffers, VAO's and shader bindings.
- Framebuffer Objects
- About how much memory does a FBO require?
- What operations are required to render to 3 render targets simultaneously?
- What does it mean for a FBO to be complete and valid?
- Environment Mapping
- Compare and contrast the aliasing and distortion in dual parabela versus cube-maps.
- What type of materials are enviroment maps designed for?
- When will a cube-map fail?
- Bump and Displacement Mapping
- What can displacement mapping do (from a perceptual stand-point), that bump-mapping can not do?
- Give three different representations that could be used in a bump-mapping algorithm.
- Briefly explain the bump-mapping algorithm and how to compute the D vector.
- Texture Anti-aliasing
- Compare and contrast Rip-maps to Summed Area Tables.
- What are the two major problems with mip-mapping?
- Why is texture anti-aliasing needed?
- Why and under what circumstances is anisotropic filtering needed?
Texture Compression
Explain the DXT1 compression algorithm
What is the compression ratio for a DXT1 compressed texture? Justify your answer.
- Hemi-sphere Illumination
- What is the overal benefit of spherical harmonics?
- Explain the 2-color hemi-sphere lighting algorithm in one sentence.
- Shadows
- Ad-hoc methods
- Shadow Proxies
- Projected Textures
- Projected Geometry
- Ambient Occlusion
- Briefly give an overview of the ambient occlusion algorithm.
- How does ambient occlusion affect the run-time performance of a shader?
- What is the role of the bent normal and how would use it?
- Shadow Volumes
- Explain the differences between the zPass and the zFail approaches.
- Why isn't a even/odd intersection count (like point in polygon tests) sufficient?
- How can we use OpenGL to determine whether a pixel is in shadow or not?
- What is the extra geometry required for shadow volumes?
- How can we optimize the algorithm?
- Shadow Maps
- What is the main problem with shadow mapping algorithms?
- Briefly explain why variance shadow maps may work.