Study Guide 1
Quizzes are closed book. 30 minutes. In Lab. One written cheat sheet is allowed.
Topics:
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Game Loop, Update pattern
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Programming in C#
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Graphics concepts
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Coordinate systems, Vectors, Points
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Matrices, Rotations
Terms To Know:
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Framerate
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Game Loop, Update object pattern
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Camera, Orthographic projection, Perspective projection, Aspect ratio, View frustrum, Field of view, Near/far planes
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Euler Angles, Quaternion, Angle/Axis representation of rotations, Normalizations, Unit vectors
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Lights, Materials, SkyBox, Mesh (polygon and triangle), Skinned Mesh, Skeleton, Textures
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RGB color space, Alpha and transparency
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Lerp, Slerp
Sample Short Questions:
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In Unity, what does a GameObject represent?
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What is the advantages and disadvantages of a fixed framerate?
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What is the advantages and disadvantages of a variable framerate?
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What is the difference between an orthographic and perspective projection?
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What role does the camera play in rendering objects?
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Suppose your friend is having a problem in Unity. When they press play, their view is empty but they have detailed level geometry in the scene view. Give a plausible reason that might cause their problem.
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What roles do lights and materials play in rendering objects?
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What is the difference between a polygonal mesh and a triangle mesh?
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What rotation does the (45, 30, 15) degree XYZ Euler angle represent?
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Suppose your best friend’s game runs at 30 frames per second, how many milliseconds does it take to render a single frame?
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Suppose we represent a unit quad (1x1 in the XY plane) using a triangle mesh. Draw and label the vertices of the mesh.
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What is HTML string format (e.g in hexadecimal format, such as #ff00ff) for the color (255, 32, 32)?
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What is the RGB representation using [0,255] color values for the hexadecimal string #0f0f0f?
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What does alpha represent in a RGBA color?
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Suppose our render window has width and height equal to 640 and 480 respectively. What is the aspect ratio of our window?
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What is the difference between a skinned mesh and a static mesh?
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Compute the quaternion (x,y,z,w) that corresponds to a 30 degree rotation around the (1,1,0) axis.
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What subset of quaternion correspond to rotations?
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What is an orthonormal matrix?
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How can we compute the distance between two points?
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Is the cross product commutative?
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What is an inverse matrix?
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How can we use the dot product to check if two vectors are perpendicular?
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Suppose we compute the cross product from (4,5,0) and (-1,5,0). In a left-handed coordinate system, what direction will the resulting vector be?
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What values should we use to resize and object so its height is half as tall?
Sample Long questions can be found in our class notes and lab exercises.