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VIZI questions

Common basis of the program

  1. Algorithms and data structures. Advanced algorithm design techniques: dynamic programming, hungry strategies, backtracking. Amortized analysis. String search: naive algorithm for string search, Karp-Rabin algorithm, string search using finite automata. Knuth-Morris-Pratt Algorithm. (IV003).
  2. Numerical methods. Iterative methods for solving nonlinear equations (Newton's method and its modifications). Direct methods for solving the system of linear equations (Gauss elimination, Jacobi, Gauss-Seidel, relaxation methods). Numerical differentiation, differentiation schemes. (MA018)
  3. Statistics. Discrete and continuous random variables (NV), basic distribution. Numerical Characteristics of NV. Central limit theorem. Point estimates, confidence intervals, testing of statistical hypotheses, significance level. Basic parametric and non-parametric tests, ANOVA, NV independence tests. Linear regression, total F-test, partial t-tests. (MV013)
  4. 3D modeling and data structures. Polygonal and triangular networks: data structures, modeling, filtering, network structure change. Implicit representation and modeling. (PA010)
  5. Curves and surfaces. Implicit and parametric representations. Interpolation and approximation. Cn, Gn continuity, continuity conditions for defined functions. Bezier curves, B-spline curves, NURBS, Coons curves and plates. Surfaces formed by recursive polygon division. (PB009, PA010)
  6. Machine learning. Machine learning and pattern recognition: problem of classification and regression, cluster analysis, learning with and without teacher. Multilayer neural networks, multilayer perceptrons, loss functions, back propagation. Hopfield network, convolutional networks, recurrent networks, self-organizing maps. (PV021)
  7. Graphs and graph algorithms. Graph representation. Graph continuity, planar graphs. Search graph in width and depth, shortest distance, skeleton, network flows. Algorithms: Bellman-Ford, Dijkstra, Ford-Fulkerson, Push-Relabel, maximum pairing in bipartite charts. (IB000, IB002, IV003)
  8. Modeling and projection. Homogeneous coordinates, modeling, visual and projection matrices, perspective and orthographic projections. Basic Affine Transformation. (PV112)
  9. Raster image processing. Point transformations. Histogram, histogram alignment, histogram analysis. Linear and nonlinear filters. Edge detection. Fourier transform. Sampling theorem, oversampling, geometric transformations. Wave transformation. Hough / Radon Transformation. (PB130 / PV131)
  10. Raster image analysis. Image segmentation, component marking algorithms, object description, object classification. Distance map calculation. Fundamentals of mathematical morphology (dilation and erosion, opening and closing, hit-or-miss, top-hat, watershed). (PB130 / PV131)

Specialization - Image Analysis and Processing

  1. Acquisition of image data. Radiation sources and detectors, cameras and their properties, types of noise. Image coding, transmission and storage. Image forming in optical systems, optical resolution, PSF, optical defects, microscopes and telescopes. Detection of multidimensional image data (3D, spectral, time series). Automation of image acquisition. (PA172)
  2. Digital filters. Discrete transformations and their optimization strategies; Recursive filtration; Deconvolution; Image descriptors; Loss / Loss of Image Compression; Video compression; Controllable filters. (PA171)
  3. Digital Geometry. Digitization models (Gauss, Jordan, grid intersections). Estimation of geometric and topological properties of digital sets (linear and surface measurements, Euler characteristic), calculation of digital metrics (Euclidean and geodetic) and their approximation. (PA170)
  4. Mathematical morphology. Properties of morphological operators (arrangement, idempotence, etc.). Morphological and algebraic opening and closing. Granulometry. Hit-or-miss transformation. Geodetic transformations and morphological reconstruction. Morphological filters. Segmentation using mathematical morphology. (PA173)
  5. Image processing by minimizing energy. Variational filtering. Active curves and surfaces (geodetic model, Chan-Vese model). Minimize with graph slices. Variational optical flow. (PA166)
  6. PDE image processing. Diffusion filtering (linear diffusion, non-linear isotropic and non-linear anisotropic diffusion). Level set methods (movement in direction of normal, motion controlled by curvature and movement in outer vector field). Fast marching algorithm. (PA166)
  7. Geometric algorithms. Convex packaging, 2D and 3D construction. Vorone diagrams, Delaunay triangulation, duality, spatial search (data structures, algorithms). (MA017, PA010, PA093)
  8. GPU programming. Architecture, programming model and GPU optimization. GPU Memory Hierarchies. GPU Parallelism Model. An example of a simple implementation. Examples of suitable and inappropriate GPU acceleration issues. (PV197, PV227)

Specialization - Computer Games Development

  1. Advanced computer graphics. Approximation techniques of objects. Volume data rendering (point cloud, surface reconstruction techniques, direct volume rendering). Local and global models of lighting. Rendering based on physical models (PBR). Shadow rendering techniques. (PA010, PA213)
  2. Graphic and physical principles. Scene preparation and development, grayboxing, placeholders. Optimize rendering performance (detail levels, object blasting, MIP maps). Use shaders for effects in games. Rays tracking, collision detection objects, rag doll physics. (PA010, PA199, PA213, PV255).
  3. Game design I. The main activities of the game designer (creative, abstract, analytical, systematic, etc.). Game, video game, digital game, computer game. Types of players, types of gaming experiences. Game loop, game dynamics, game mechanics. (PA215, PA216)
  4. Game Design II. Symmetric and asymmetric competitive game. Johan Huizingy's magic circle concept. Emergent narration. Tutorial and onboarding. Gameplay testing (focus test, play test). (PA215, PA216)
  5. Game development. Production phase, principles of monetization. Game interface (physical, virtual), visual versus functional aspects of interface (UI vs. UX). Procedural generation of assets (terrain, textures, plants). Serious games, use of game principles in non-gaming areas (gamification). (PA199, PV255)
  6. Artificial intelligence in computer games. Motion, kinematics, behavior control. Path search and search: A * over data structures and heuristics, game world representation, Monte Carlo search, hierarchical path search. Decision making, decision trees, state machines, behavior trees. Strategy and tactics, navigation points, tactical analysis. (PA217)
  7. GPU rendering. Principles of OpenGL, coordinate systems (world space, camera space, object space), types of shaders and their use (vertex, fragment, compute, tessellation). Shadow map technique. Principles of Delayed Shading and Their Use. Image space effects (anti-alias, ambient occlusion). (PV227)
  8. 3D Character Modeling. Avatar, figure, model. Modeling of high-poly, low-poly, topology and modification of these networks, texturing (maps baking). Skeleton model and skeleton (rigging, skinning). (VV035, VV036)

Specialization - Computer Graphics and Visualization

  1. Visualization basics. Basic metrics for visualization quality assessment, visual variables. Basic visualization techniques for 1D, 2D, 3D and 4D data. Volume data - visualization of explicit and implicit surfaces. Geovisualization - choroplet maps, cartograms (PV251, PA214)
  2. Visualization methods. Multidimensional data visualization - scatterplot matrix, parallel coordinates, dimensioning. Visualization of hierarchical structures - treemaps, radial techniques. Basic classes of interaction techniques, techniques used in screen space, object, data, data structures. (PV251, PA214)
  3. Basics of computer graphics. OpenGL block diagram, GLSL - vertex and shader fragment. Create a GLSL program. Basic types of input and output variables. Types of graphic primitives. Vertex Buffer Objects and Vertex Array Objects. Principle of rasterization, framebuffer. (PV112)
  4. Geometric algorithms. Convex packaging, 2D and 3D construction. Vorone diagrams, Delaunay triangulation, duality, triangulation, triangulation with constraints. Spatial search (data structures, algorithms). (MA017, PA010, PA093)
  5. Space and scene division techniques. Data structures (oct-, quad-, BSP-, kd trees), their construction and maintenance, used heuristics. By volume bounding bodies and their hierarchy, price functions, used heuristics, way of construction and use. Collision detection, rendering. (MA017, PA010, PA213)
  6. Rendering volume data. Surface Reconstruction - Contours, Volume, Point Cloud. The marching cubes algorithm. Network simplification. Direct rendering of volume data. (PA010)
  7. Local and global lighting models. BRDF, OVTIGRE rendering equation, Monte Carlo and path tracking, photon maps, participating media, BSSRDF models. Textures: mapping, filtering, synthesis. (PA010, PA213)
  8. Real-time rendering. Trimming, PVS techniques, rendering with different levels of detail (LOD rendering), terrain rendering. Shadows: Hard shadows, soft shadows, shadow rendering techniques in scene space and image space. (PA010, PA213)
  9. Image processing by minimizing energy. Variational filtering. Active curves and surfaces (geodetic model, Chan-Vese model). Minimize with graph slices. Variational optical flow. (PA166)
  10. PDE image processing. Diffusion filtering (linear diffusion, non-linear isotropic and non-linear anisotropic diffusion). Level set methods (movement in direction of normal, motion controlled by curvature and movement in outer vector field). Fast marching algorithm. (PA166)

Specialization - Graphic Design

  1. History of graphic design. Linking historical milestones to printing techniques: invention of letterpress, lithography, serigraphy, offset, digital printing. Significant creators. Poster history, corporate style, visually information systems, books. Origin of computer graphics and influence on graphic design. (PV123, PV078)
  2. Bauhaus and International Typographic Style. Artistic movements and movements of the 19th - 20th century influencing the creation and creation of the Bauhaus School of Applied Arts. Bauhaus from 1919 to 1933. Bauhaus directors and lecturers. Significant creators and pioneers of graphic design in the first half of the 20th century, their influence on the contemporary design of graphic design. (PV123, PV078)
  3. Scripture - basic concepts, writing. Font. Basic terms: character, its types and parts, the outline of the script, types and types of fonts, the family of letters. Writing earlier and today, a computer font and its editors, contemporary eminent font makers and typefaces. (PV123, PV084)
  4. History and classification of fonts. Font. Key periods in the development of scriptures, prominent font makers of different historical periods. Classification of fonts, Solper classification (static × dynamic principle, serif × serif fonts, calligraphic and free typefaces). (PV123, PV084)
  5. Typography - basic terms, types of rates. Original and contemporary concept of typography. Pin, font, typographic measurement systems. Rate and its types, typesetting and its construction. Paragraph, its separation and alignment, bastards. Tariff editors. (PV123, PV066)
  6. History of typography, rules of the rate. Typography. Key periods in the development of typography from the invention of printing to the present. Important typography theorists. Rate rules: hyphenation, single-character prepositions, spaces, quotation marks, numbers. Rate Rules in English. Typographic proofreading before and now. (PV123, PV066)
  7. Visual communication. Definition of visual communication. Nonverbal Communication, Uncanny Valley Phenomenon. Representation, Eidetic Reduction. The character, the triadic model of the character according to Ch. S. Peirce, icon, index, symbol. The myth theory by Roland Barthes. Principles of shape psychology. (PV123)