What is culling? Why is it done? When does it happen?
Culling techniques often employ bounding volumes and/or
Binary Space Partitioning trees. What is the difference?
What else can bounding volumes and BSP trees be used for?
Name two or more uses.
Raytracing
Given a plane through the origin and its normal in the
direction of (3,1,1), a sphere at (3,3,0) with radius 2, and a
line h=(1.5,0,4)+v*(1,2,-2), calculate the line's intersection
points (if any) with the plane and the sphere.
How can ray tracing be helpful for traditional rendering
(OpenGL, common graphics cards)?
Name three artifacts that are difficult or impossible to
create with traditional rendering, but (at least conceptually)
easily possible with a ray tracer.