CS 426 Exercises
3D Primitives and Transformations
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What is the volume of a 3D point? a 3D ray? a 3D line? a 3D polygon? a
3D sphere?
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What issues must be addressed by a 3D rendering system but not by a 2D
rendering system?
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Why does a 3D line not have a convenient implicit represenation?
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What is the implicit representation for a 3D plane? What are the
geometric interpretations of each parameter?
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What types of 3D transformations can be represented with a 3x3 matrix?
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What types of 3D transformation can be represented by a 4x4 matrix and
3D homogeneous coordinates?
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Why do we represent transformations with matrices?
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Which of the following 3D points with homogenous coordinates is closer
to the origin: (8, 4, 2) or (4, 2, 1)?
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What is a linear transformation? What are its properties?
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What is an affine transformation? Which properties of linear transformation
do not apply to affine transformations?
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What is a projective transformation? Which properties of affine transformation
do not apply to projective transformations?
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Write a sequence of transformation matrices that scales 3D points based
on their distances from an arbitrary origin O = (Ox, Oy, Oz).
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Write a sequence of transformation matrices that rotates 3D points counter-clockwise
by theta degrees about an arbitrary 3D line defined by P1 and P2.