CSC1024 Quiz 6

Fall 2011
Herbert J. Bernstein ( )

CSC1024 Quiz 6
Fall 2011


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This is the sixth weekly quiz to be taken on or before Tuesday, 18 October 2011. You should do it after you read the first 11 chapters of Brackeen. You should expect to spend 30 minutes to 2 hours on this quiz. You may use your text and any other resources to do this quiz, but if you do not know the answers well or are unable to discuss them in class, you will lose credit for the quiz.

  <==== Do this AFTER you've answered all the questions

You probably DON'T want to do this ===>  

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Please answer the following questions on this form (or on a paper copy of this form).

  1. What is a normal?

  2. Explain the painter's algorithm.

  3. Explain the reverse painter's algorithm.

  4. Explain depth buffering using 1/z and why it may be prefered to depth buffering with z.

  5. Explain how to find the shortest angular distance between two angles.

  6. What is the OBJ file format and why is it useful in games.

  7. What are the three possible states of a game object and how are they related?

  8. What is a BSP tree and why is it useful?

  9. Explain in detail how to compute the intersection of two lines.

  10. Explain T-Junction Gaps and how to eliminate them.

  11. Why do you only need a 1-bit z-buffer when drawing with a BSP tree.

  12. How does MAP format group polygons?

  13. Explain object-to-wall sliding.

  14. There is an error in the formula in figure 11.5 in the book. Give a corrected formula.

  <==== Do this AFTER you've answered all the questions

You probably DON'T want to do this ===>  

Revised 1 October 2011