Finally a test! Be brief. You can type answers up and e-mail them or hand me a sheet in class. (1) How is the Geometry Shader different from the other (pixel, vertex) shaders? (2) Explain on the BVP handout: why are 10 B-splines needed (3) What is an implicit method for solving ODE s and why would it be used? (4) (a) What is the quantity that advection preserves? (b) How can one compute advection? (5) (a) What is an inertia tensor? (b) How can one compute the exact center of mass of a solid bounded by polynomial pieces? (c) Apply this to compute the volume of the unit cube. (6) What simplification of object representation did you learn about to speed up collision detection? What is the drawback (ie what cannot be done correctly)? (7) (a) What is a Riemannian metric? (b) Explain: int_x (k^2_1 + k^2_2) dA is quadratic in the (position of the) surface x -- here: k_i are the principal curvatures and A the area element. (8) What is a caustic?