(Midterm materials plus) Global Illumination Radiosity Photon Mapping Final Gather Radiometry Irradiance, radiance, radiosity, etc. Light fields Surface interactions The rendering equation Splines Continuity (Geometric/Parametric) Joining Bezier Curves DeCasteljau evaluation B-Splines Hermite Properties of different bases Convex hull Interpolate/approximate Affine invariance Local support Subdivision Surfaces Tesselation Uniform Adaptive Cracking Frenet frame, curvature, torsion Other curve and surface representations CSG Polygons Implicit surfaces, Point-based surfaces Animation Methods Keyframing Motion Capture Motion Editing Model Construction Simulation Formats/Standards Motion blur Forward/Inverse Kinematics Goals/Problems Non-uniqueness of solutions Articulated skeleton Basics about Jacobians and simple optimization w/ Newton's method More Motion Capture Equipment types Advantages and limitations Basics about how the method works Manipulating Data Adjusting Blending Transitions Motion Graphs Problems/Areas of Research Physically Based Animation Integration Euler's Method Modified Euler's Instability Implicit methods Non-Photorealistic Rendering Some applications Temporal Coherence Contours/Silhouettes Suggestive Contours Basic silhouette extraction Spring and Mass Systems Simple Springs Zero and non-zero length springs Damping Mass- and stiffness-proportional damping Structures from Springs Bending springs Also how regular springs can approximate bending springs Limitations of that approximation Rigid Body Dynamics Basic Physics Position, Orientation, Velocity, Momentum, Etc Inertial Tensor Linear and angular momentum Why things tumble Simple constraints Fluid Simulation Basic idea of Eulerian fluid simulation Vague idea about N.S. equations and operator splitting Basics on Helmholtz-Hodge decomposition Basics on semi-Lagrangian integration Point-based methods Splat based rendering Point set surface (basics only) MLS implicit surface (basics only)