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(e) Assume the near and far clip planes are 1.0 and 256.0. What is the
clip matrix, assuming all OpenGL conventions?
(f) What about the DirectX conventions?
3. Repeat parts (a)-(d) from Exercise 2, but assume a 16:9 television.
4. For each set of UV coordinates (a)-(f), match it with the corresponding
texture-mapped quad in Figure 10.43. The upper-left vertex is numbered
0, and the vertices are enumerated clockwise around the quad.
(a)
0 : (0.20,−0.30)
1 : (1.30,−0.30)
2 : (1.30, 1.20)
3 : (0.20, 1.20)
(b)
0 : (5.00,−1.00)
1 : (6.00,−1.00)
2 : (6.00, 0.00)
3 : (5.00, 0.00)
(c)
0 : (1.00, 0.00)
1 : (−0.23,−0.77)
2 : (0.00, 1.00)
3 : (1.24, 1.77)
(d)
0 : (2.00, 0.00)
1 : (1.00, 1.00)
2 : (0.00, 1.00)
3 : (1.00, 0.00)
(e)
0 : (−0.10, 1.10)
1 : (−0.10, 0.10)
2 : (0.90, 0.10)
3 : (0.90, 1.10)
(f)
0 : (0.00,−1.00)
1 : (3.35, 0.06)
2 : (1.00, 2.00)
3 : (−2.36, 0.94)
5. For each entry (a)-(j) in the table on the next page, match the Blinn-
Phong material diffuse color, specular color, and specular exponent with
the corresponding creepy floating head in Figure 10.44. There is a single
white omni light in the scene. Diffuse and specular colors are given as (red,
green, blue) triples.
Figure 10.44
Creepy floating heads for Exercise 5
 
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