SENECA COLLEGE OF APPLIED ARTS AND TECHNOLOGY
SCHOOL OF COMPUTER STUDIES
FINAL EXAMINATION
SEMESTERSUBJECTCODE
FALL 2006 __ 3D GAME PROGRAMMING DPS901
NAME ______
STUDENT NUMBER: ______
SECTION: A
DATE:December 14 2006
TIME ALLOWED:2 HOURS
QUESTIONS
1 Direct Input10 MARKS
2Occlusion Culling10 MARKS
3 Direct Audio 10 MARKS
4Vertices10 MARKS
5Transformations10 MARKS
TOTAL MARKS50 MARKS
PROFESSOR: Chris M. Szalwinski
SPECIAL INSTRUCTIONS:
- OPEN BOOK AND OPEN NOTES
- ANSWER ALL QUESTIONS IN THE EXAM BOOKLET PROVIDED
- HAND IN THIS EXAM PAPER WITH YOUR EXAM BOOKLET
- YOU MAY USE A NON-PROGRAMMABLE, NON-MESSAGING CALCULATOR
SENECA COLLEGE ACADEMIC POLICY:
CHEATING is an offence, which will not be tolerated by the College. Such offences occur when a student violates the procedures governing the administration of examinations, tests or other means of evaluating student achievement in a subject or program.
APPROVED BY:______
EVAN WEAVER, CHAIR
Question 1 – Direct Input (10 Marks)
Describe the steps involved in setting up a Joystick as a Direct Input device. Include in your description each step required before data can be retrieved from the device. List as example code the function calls used in the d3d8 sample and describe the arguments in those calls.
Question 2 – Occlusion Culling (10 Marks)
Occlusion culling is the removal of a surface that is hidden from the viewpoint by another surface. Compare two common methods of occlusion culling used in three-dimensional computer graphics (for example, the painter's algorithm and z-buffering). Identify the z-buffering function calls used in the d3d8 sample and describe the arguments in those calls.
Question 3 – Direct Audio (10 Marks)
Describe the steps involved in setting up continuous playback of a .wav file, where the frequency is adjusted by the application. Identify the function calls used in the d3d8 sample and describe the purpose of each call.
Question 4 – Vertices (10 Marks)
Describe the Direct3D format of a vertex of a graphics primitive that includes a texture and lighting. Include in your description:
–definitions of each component of the vertex structure
–descriptions of the purpose of each set of components
–the Flexible Vertex Format that informs Direct3D of the format of the vertex structure
Question 5 – Transformations (10 Marks)
Define the Direct3D world transformation matrices for
–a rotation of 180 degrees about the z world axis
–a scaling by a factor of 2 about the origin of world space
–a translation upwards by 3 units parallel to the y-axis of world space
–the combination (concatenation) of the above three transformations
Given a vector from the origin of world space to point [1, 1, 1], determine the coordinates of the transformed vector using the combination matrix. Sketch the vector in its initial and transformed states to check your calculations.