For this question, consider the high-end SGI like architecture
below.

We are trying to determine memory
requirements for the following secnario:
We want to implement
OpenGL on this machine. In addition, shadow-maps
for shadow computation as well as Mammen's multi-pass transparency
algorithm need to be implemented, as is texturing. Assume
that each Geometry Processor (GP) has a buffer of 5 triangles (assume
only GL_TRIANGLES are implemented). The command processor
makes sure that the client is blocked if all the 5 buffers are
full. You will need to make certain design decisions; be
sure to state all your decisions/assumptions.
In the previous question, assume we want to incorporate
anti-aliasing and we want to use true convolution. Suppose
the GPs treat each color component as a planar
function in X and Y
for interpolation purposes. In other words they treat these
as planes in the (X,Y,C) space, for each color
component, C . They generate
dC/dX and dC/dY, correspondingly,
for each color component.

(15) What are shadow maps and shadow volumes? What are
their relative advantages and disadvantages?
(25) I would like to rasterize a polygon with following
pixel coordinates
(10, 10), (-10, 30), (-20, -5), (-20, 40), (0, 50), (50, 50), (10, 20),
(10, 10).
Assume pixel (0, 0) is in the left-bottom corner of
the window and rasterization proceeds from scan-line
y = 0 upwards.
(20) Recall the pixel-planes graphics architecture. Each Pixel processor evaluates ax+b y+c for the triangle edges to disable themselves if they lie outside the triangle. If these processors could also compute A x2 + B y2 + Cx y +D x + F y + G, can they be used to render spheres? If yes, how? If no, why not?
(15) Explain the difference between Phong shading and
Gouraud shading. What are their relative advantages and disadvantages?
(15) What are the disadvantages of screen-space linear interpolation to obtain color, Z and texture coordinates?
(25) Assume that my monitor can display the maximum intensity = 1.0 and the minimum = 0.01 on a normalized scale. I also know that on this scale I cannot tell the difference in two intensity values if their ratio is less than 10 (1/100) . How many bits per pixel should I allocate in my monochrome frame buffer?