Homeworks
Homework 10
Assignment
| Solutions
m-rgb.txt; columns: wavelength (nm);
spectral power density for red, green, and blue primaries
(relative units)
skin-d65.txt; columns: wavelength
(nm); reflected spectral power density (relative units)
xyz.txt; columns: wavelength (nm);
values for the CIE X, Y, and Z color matching functions
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Homework 9
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Homework 8
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Homework 7
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Homework 6
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Homework 5
Assignment | Solutions | Solution figures
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Homework 4
FAQ:
- Q: What does "non-uniform scale about the canonical axes" mean?
A: A nonuniform scale around the canonical axes is a scale in x and a scale in y -- this is the "canonical type" from the notes, with a matrix of [a 0 0; 0 b 0; 0 0 1]. - Q: What does "non-uniforme scale with respect to an arbitrary center and axis" mean?
A: A nonuniform scale can be defined around any point in the plane, with the two scale factors being along any two orthogonal axes. For instance, I might define a scale centered at (-1, -1) that scales by two along the direction (1, 1) and not at all along the orthogonal direction. This would, for example, map the point (0, 0) to the point (1, 1). - Q: In question 3, can some of the transformation matrices be
rotations about a point that is NOT the origin?
A:Yes, you're welcome to use any transformation that can be conveniently and precisely described; the only-around-center constraint only applies to 2a.
Homework 3
Assignment | Solutions | Solution diagram
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Homework 2
FAQ:
- Q: What do you mean by swapping the
viewpoint and the image plane point?
A: I have in mind ray generation code that does everything correctly—it finds the correct viewpoint p and the correct point q on the image plane—but then accidentally interchanges p and q when constructing the viewing ray. In answering this question go ahead and assume there are no objects between the viewpoint and the image plane.
Homework 1
FAQ:
- Q: What is this LUT all
about?
A: The lookup table (LUT) converts pixel values in graphics memory (in the framebuffer) to pixel values that get sent to the display. It is just a table with an entry for every possible pixel value. For instance, for an 8-bit framebuffer there are 256 LUT entries: the first one determines what value is sent to the display when the pixel value "0" appears in the image, the second one determines what is sent for a "1", and so on. - Q: What about color?
A: You can assume that there is a single LUT that is applied in the same way to each of the three color channels. Really, you don't need to think about color at all for this assignment other than to remember that there are 3 channels when computing sizes.