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CSCI-420 Midterm Review Exam 2025-2026 quetions and answers Latest update.A+ GRADE., Exams of Computer Science

CSCI-420 Midterm Review Exam 2025-2026 quetions and answers Latest update.A+ GRADE

Typology: Exams

2024/2025

Available from 04/28/2025

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CSCI-420 Midterm Review Exam 2025-
2026 Questions With Answers.
OpenGL Library Organization
GL (graphics library): core graphics and capabilities
GLUT (graphics and utility lib): input and windowing
GLEW (GL extension wrangler): removes OS dependencies
GLU (openGL utility lib): compatibility profile only
Smooth vs Flat Shading
smooth shading interpolates
glShadeModel(GL_FLAT | GL_SMOOTH)
Graphics Pipeline
1) vertices
2) transformer
3) clipper
4) projector
5) rasterizer
pf3
pf4

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Download CSCI-420 Midterm Review Exam 2025-2026 quetions and answers Latest update.A+ GRADE. and more Exams Computer Science in PDF only on Docsity!

CSCI-420 Midterm Review Exam 2025-

2026 Questions With Answers.

OpenGL Library Organization

GL (graphics library): core graphics and capabilities

GLUT (graphics and utility lib): input and windowing

GLEW (GL extension wrangler): removes OS dependencies

GLU (openGL utility lib): compatibility profile only

Smooth vs Flat Shading

  • smooth shading interpolates
  • glShadeModel(GL_FLAT | GL_SMOOTH)

Graphics Pipeline

  1. vertices

  2. transformer

  3. clipper

  4. projector

  5. rasterizer

  1. pixels

The Frame Buffer

special memory on the graphics card. stores the current pixels to be displayed on the monitor. monitor has no storage. Framebuffer copied to the monitor at each refresh cycle

where is graphics driver code located?

CPU

where are rendering resources located (buffers, shader, textures, etc.)

GPU

What is stored in a VBO

vertex positions, normals, texture coordinates, colors

Glut Program Callbacks Loop

Types of callbacks

Display(): when window must be drawn

Idle(): when no other events to be handled

Object space approach / Painter's Algorithm

render back to front. sort by depth. if A deeper than B at all points, draw A first

Image space approach / z-buffer algorithm

maintain a z-buffer of depths

for all vertex buffers:

if z(x,y) < zbuf(x,y):

set new zbuf

set frame buffer to new color

what direction does camera point

  • z

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