This exam covers the course content up to and including the viewport, projection, and homogeneous division. It does not cover the camera isometry, perspective-corrected interpolation, or clipping. A. Why do we use homogeneous coordinates? B. Summarize the pipeline of viewing transformations. C. In the homework, I have alluded to there being two algorithms for rendering a mesh. What algorithm do you use in your code? Have you thought about another algorithm with different tradeoffs? D. Suppose that my scene consists of a single sphere, built using my standard 3D mesh building functions, centered at the origin. What image do I get, when I render this scene?