Difference between revisions of "CISC440 S2017"
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|Vector & matrix review, homogeneous coordinates, 2-D & 3-D transformations | |Vector & matrix review, homogeneous coordinates, 2-D & 3-D transformations | ||
|Marschner, 2.4, 5.2-5.2.2, 6-6.3 (skip 6.1.6, 6.2.1-6.2.2) | |Marschner, 2.4, 5.2-5.2.2, 6-6.3 (skip 6.1.6, 6.2.1-6.2.2) | ||
− | |[https://docs.google.com/presentation/d/1POaqXWmdcYcAmUfRfeAkarIu9J48qJxxDD1IkRK13kI/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1POaqXWmdcYcAmUfRfeAkarIu9J48qJxxDD1IkRK13kI/edit?usp=sharing slides]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|3 | |style="background:rgb(102, 204, 255)"|3 | ||
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|More 3-D transformations, camera manipulation & the view volume | |More 3-D transformations, camera manipulation & the view volume | ||
|Marschner, 6.5-7.2 <!--; Red book, 3 --> | |Marschner, 6.5-7.2 <!--; Red book, 3 --> | ||
− | |[https://docs.google.com/presentation/d/1W18o0YKItz6U4UQUUzwKwHikw0TOXEalBOVjn2QVh8o/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1W18o0YKItz6U4UQUUzwKwHikw0TOXEalBOVjn2QVh8o/edit?usp=sharing slides]--> |
|- | |- | ||
|4 | |4 | ||
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|Perspective projection, geometry pipeline, transformations with GLM | |Perspective projection, geometry pipeline, transformations with GLM | ||
|Marschner, 7.3, 7.5; OpenGL tutorials [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/ #1] (including installation instructions), [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ #3] <!--Red book, 1, 2 (stop before stippling) --> | |Marschner, 7.3, 7.5; OpenGL tutorials [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/ #1] (including installation instructions), [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ #3] <!--Red book, 1, 2 (stop before stippling) --> | ||
− | |[https://docs.google.com/presentation/d/1jVeC4yfil58NrQ8A1fcj2KEzZeNvvc5Xlk2U_5obKi4/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1jVeC4yfil58NrQ8A1fcj2KEzZeNvvc5Xlk2U_5obKi4/edit?usp=sharing slides]--> |
HW #1<!--[[CISC440_S2016_HW1|HW #1]]--> | HW #1<!--[[CISC440_S2016_HW1|HW #1]]--> | ||
|- | |- | ||
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|Program initialization, window creation, geometric primitives <!--, GLUT --> | |Program initialization, window creation, geometric primitives <!--, GLUT --> | ||
|Marschner, 17-17.7, 17.9-17.11 <!--Red book 1, 2, 6 "Blending" section, 9 --> | |Marschner, 17-17.7, 17.9-17.11 <!--Red book 1, 2, 6 "Blending" section, 9 --> | ||
− | |[https://docs.google.com/presentation/d/14EySdIHk8aHJbF7qkBPtuDWT8rfcBBTdgGByzkphdqI/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/14EySdIHk8aHJbF7qkBPtuDWT8rfcBBTdgGByzkphdqI/edit?usp=sharing slides]--> |
|- | |- | ||
|6 | |6 | ||
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|Basic animation, user interface callbacks | |Basic animation, user interface callbacks | ||
|OpenGL tutorial [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-6-keyboard-and-mouse/ #6] | |OpenGL tutorial [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-6-keyboard-and-mouse/ #6] | ||
− | |[https://docs.google.com/presentation/d/1FofGpBNu926W0DB_KpafcMq8cx47pem35p_o-nYB2ok/edit?usp=sharing slides]<br>[http://nameless.cis.udel.edu/class_data/cg_s2016/interactive_tutorial03.cpp interactive_tutorial03.cpp] | + | |<!--[https://docs.google.com/presentation/d/1FofGpBNu926W0DB_KpafcMq8cx47pem35p_o-nYB2ok/edit?usp=sharing slides]<br>[http://nameless.cis.udel.edu/class_data/cg_s2016/interactive_tutorial03.cpp interactive_tutorial03.cpp]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|7 | |style="background:rgb(102, 204, 255)"|7 | ||
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|Introduction to GLSL, vertex shaders vs. fragment shaders | |Introduction to GLSL, vertex shaders vs. fragment shaders | ||
|Marschner, 17.8; [http://wiki.labomedia.org/images/1/10/Orange_Book_-_OpenGL_Shading_Language_2nd_Edition.pdf Orange book Chaps. 2-5] | |Marschner, 17.8; [http://wiki.labomedia.org/images/1/10/Orange_Book_-_OpenGL_Shading_Language_2nd_Edition.pdf Orange book Chaps. 2-5] | ||
− | |[https://docs.google.com/presentation/d/1puKb9JmEVplNYL4T2tMd7WlxsArAdIBMcfvbwgDe6QQ/edit?usp=sharing slides]<br>''HW #1 due'' | + | |<!--[https://docs.google.com/presentation/d/1puKb9JmEVplNYL4T2tMd7WlxsArAdIBMcfvbwgDe6QQ/edit?usp=sharing slides]<br>-->''HW #1 due'' |
|- | |- | ||
|8 | |8 | ||
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|Particle systems, flocking | |Particle systems, flocking | ||
|Marschner, 16.7 | |Marschner, 16.7 | ||
− | |[https://docs.google.com/presentation/d/1_y9My5rzsMh90vwIRG-ZHpvg_pHpOOb5IfQ6oB3jIjA/edit?usp=sharing slides]<br>HW #2<!--[[CISC440_S2016_HW2|HW #2]] --> | + | |<!--[https://docs.google.com/presentation/d/1_y9My5rzsMh90vwIRG-ZHpvg_pHpOOb5IfQ6oB3jIjA/edit?usp=sharing slides]<br>-->HW #2<!--[[CISC440_S2016_HW2|HW #2]] --> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|9 | |style="background:rgb(102, 204, 255)"|9 | ||
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|Line and triangle clipping, backface culling, painter's algorithm, Z-buffering | |Line and triangle clipping, backface culling, painter's algorithm, Z-buffering | ||
|Marschner, 8.1.3-8.2.3, 8.4 <!-- ; Red book, 3 --> | |Marschner, 8.1.3-8.2.3, 8.4 <!-- ; Red book, 3 --> | ||
− | |[https://docs.google.com/presentation/d/1Kti9-IiVs9k2kPLwsPhqtr0PAww71fa3kdYr070Vxnw/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1Kti9-IiVs9k2kPLwsPhqtr0PAww71fa3kdYr070Vxnw/edit?usp=sharing slides]--> |
|- | |- | ||
|10 | |10 | ||
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|Radiometry: irradiance, radiosity, radiance, BRDFs | |Radiometry: irradiance, radiosity, radiance, BRDFs | ||
|Marschner, 10-10.2.1, 20-20.2 | |Marschner, 10-10.2.1, 20-20.2 | ||
− | |[https://docs.google.com/presentation/d/1MfrxmvS49w3H63fwsi9MyNvFGgnAw7ECwHgK1EowpZo/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1MfrxmvS49w3H63fwsi9MyNvFGgnAw7ECwHgK1EowpZo/edit?usp=sharing slides]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|11 | |style="background:rgb(102, 204, 255)"|11 | ||
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|Diffuse, specular reflection, Gouraud/Phong shading details | |Diffuse, specular reflection, Gouraud/Phong shading details | ||
|Marschner, 10-10.2.2 <!--; Red book, 5 --> | |Marschner, 10-10.2.2 <!--; Red book, 5 --> | ||
− | |[https://docs.google.com/presentation/d/1DIzljaWJHqBvH77Sc6mvdmr44IsdHy454T5Edc9sqJE/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1DIzljaWJHqBvH77Sc6mvdmr44IsdHy454T5Edc9sqJE/edit?usp=sharing slides]--> |
|- | |- | ||
|12 | |12 | ||
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|OpenGL, GLSL shading methods; line drawing | |OpenGL, GLSL shading methods; line drawing | ||
|[http://www.opengl-tutorial.org/beginners-tutorials/tutorial-8-basic-shading/ OpenGL tutorial #8]; Marschner, 8.1-8.1.2 | |[http://www.opengl-tutorial.org/beginners-tutorials/tutorial-8-basic-shading/ OpenGL tutorial #8]; Marschner, 8.1-8.1.2 | ||
− | |[https://docs.google.com/presentation/d/1ojfIrIYtgvrvLaWohoh1alzPqi6AtGX7DT8M9pfq0Dg/edit?usp=sharing slides]<br>''HW #2 due'' | + | |<!--[https://docs.google.com/presentation/d/1ojfIrIYtgvrvLaWohoh1alzPqi6AtGX7DT8M9pfq0Dg/edit?usp=sharing slides]<br>-->''HW #2 due'' |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|13 | |style="background:rgb(102, 204, 255)"|13 | ||
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− | |[https://docs.google.com/presentation/d/1fRkrsfgSciPV6Mb7khOOlLeDJtEc6tVxDfsa2BU33q0/edit?usp=sharing slides]<br>[http://nameless.cis.udel.edu/class_data/cg_s2016/midterm_s2014.pdf 2014 midterm] | + | |<!--[https://docs.google.com/presentation/d/1fRkrsfgSciPV6Mb7khOOlLeDJtEc6tVxDfsa2BU33q0/edit?usp=sharing slides]<br>[http://nameless.cis.udel.edu/class_data/cg_s2016/midterm_s2014.pdf 2014 midterm] --> |
|- | |- | ||
|14 | |14 | ||
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|Texture-mapping pipeline, bump & displacement mapping, environment maps | |Texture-mapping pipeline, bump & displacement mapping, environment maps | ||
|Marschner, 11.2, 11.4 (homogeneous division material--not barycentric coords), 11.5 <!--; Red book, 9 (through "Assigning texture coordinates") --> | |Marschner, 11.2, 11.4 (homogeneous division material--not barycentric coords), 11.5 <!--; Red book, 9 (through "Assigning texture coordinates") --> | ||
− | |[https://docs.google.com/presentation/d/1H0tSJHr07SF8wG6LUxeL2e0_5jjCusG5HHGsYOZiAVM/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1H0tSJHr07SF8wG6LUxeL2e0_5jjCusG5HHGsYOZiAVM/edit?usp=sharing slides]--> |
|- | |- | ||
|16 | |16 | ||
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|Shadow maps, magnification/minification | |Shadow maps, magnification/minification | ||
|Marschner, 11.1.3-11.1.4, 11.6-11.7 | |Marschner, 11.1.3-11.1.4, 11.6-11.7 | ||
− | |[https://docs.google.com/presentation/d/15n9PEKXT3ErqK-TG1OcpX-OuZZts-Jo0RzbOtsoMsRA/edit?usp=sharing slides]<br>HW #2<!--[[CISC440_S2016_HW3|HW #3]]--> | + | |<!--[https://docs.google.com/presentation/d/15n9PEKXT3ErqK-TG1OcpX-OuZZts-Jo0RzbOtsoMsRA/edit?usp=sharing slides]<br>-->HW #2<!--[[CISC440_S2016_HW3|HW #3]]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|17 | |style="background:rgb(102, 204, 255)"|17 | ||
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|OpenGL, GLSL details and examples | |OpenGL, GLSL details and examples | ||
|OpenGL tutorial [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/ #5] | |OpenGL tutorial [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/ #5] | ||
− | |[https://docs.google.com/presentation/d/1nciOrS1nKO8JBCb_utTFfzXi6P1xtgTeOyvwHSMCa9w/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1nciOrS1nKO8JBCb_utTFfzXi6P1xtgTeOyvwHSMCa9w/edit?usp=sharing slides]--> |
|- | |- | ||
|18 | |18 | ||
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|Ray casting, intersection testing, shadow rays | |Ray casting, intersection testing, shadow rays | ||
|Marschner, 4 | |Marschner, 4 | ||
− | |[https://docs.google.com/presentation/d/1l1iPQGlKUeOgLsd1x0TQnqcccyrT0YZv1NBXAuxNcEM/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1l1iPQGlKUeOgLsd1x0TQnqcccyrT0YZv1NBXAuxNcEM/edit?usp=sharing slides]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"| | |style="background:rgb(102, 204, 255)"| | ||
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|[http://nameless.cis.udel.edu/class_data/cg/heckbert_bidirectional.pdf "Bidirectional Ray Tracing"] paper by | |[http://nameless.cis.udel.edu/class_data/cg/heckbert_bidirectional.pdf "Bidirectional Ray Tracing"] paper by | ||
P. Heckbert;<br>[http://web.cs.wpi.edu/~emmanuel/courses/cs563/write_ups/zackw/photon_mapping/PhotonMapping.html Photon mapping introduction], [http://www.cc.gatech.edu/~phlosoft/photon/ online demo], [http://nameless.cis.udel.edu/class_data/cg/jensen_photon_mapping_tutorial.pdf tutorial] | P. Heckbert;<br>[http://web.cs.wpi.edu/~emmanuel/courses/cs563/write_ups/zackw/photon_mapping/PhotonMapping.html Photon mapping introduction], [http://www.cc.gatech.edu/~phlosoft/photon/ online demo], [http://nameless.cis.udel.edu/class_data/cg/jensen_photon_mapping_tutorial.pdf tutorial] | ||
− | |[https://drive.google.com/open?id=1SUzpucIXcnfGgFLA5PN2SFyzhSJNnSMZTLhXaSWq3_g slides]<!--[[CISC440_S2016_HW4|HW #4]]--> | + | |<!--[https://drive.google.com/open?id=1SUzpucIXcnfGgFLA5PN2SFyzhSJNnSMZTLhXaSWq3_g slides]--><!--[[CISC440_S2016_HW4|HW #4]]--> |
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|22 | |22 | ||
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|Value/Perlin noise, fractal noise, applications; miscellaneous shader programming examples | |Value/Perlin noise, fractal noise, applications; miscellaneous shader programming examples | ||
|Marschner, 11.5.2-11.5.3, Orange book 15 <!--, [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm H. Elias page]--> | |Marschner, 11.5.2-11.5.3, Orange book 15 <!--, [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm H. Elias page]--> | ||
− | |[https://docs.google.com/presentation/d/1APEVp2xMOPqZVa8QWFMC6yHRf7JMYjB9VxizUaVToUU/edit?usp=sharing slides] | + | |<!--[https://docs.google.com/presentation/d/1APEVp2xMOPqZVa8QWFMC6yHRf7JMYjB9VxizUaVToUU/edit?usp=sharing slides]--> |
|- | |- | ||
|style="background:rgb(102, 204, 255)"|23 | |style="background:rgb(102, 204, 255)"|23 | ||
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|Bezier curves and surfaces, Catmull-Rom splines | |Bezier curves and surfaces, Catmull-Rom splines | ||
|Marschner, 15-15.6.1 (ignore material on knots, Hermite form) | |Marschner, 15-15.6.1 (ignore material on knots, Hermite form) | ||
− | |[https://drive.google.com/open?id=1OgkuYs344_tYTaBbXx8nJ8jguKwqdmzrbxphROZoisA slides] | + | |<!--[https://drive.google.com/open?id=1OgkuYs344_tYTaBbXx8nJ8jguKwqdmzrbxphROZoisA slides]--> |
|- | |- | ||
|24 | |24 | ||
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|Subdivision, geometry shaders | |Subdivision, geometry shaders | ||
|Marschner, 15.6-15.6.1 | |Marschner, 15.6-15.6.1 | ||
− | |[https://drive.google.com/open?id=1B_VSsRyfuKu79HyJ7i4k7Ezy0ErQHj3qT6YHTglT7SQ slides]<!--[https://docs.google.com/presentation/d/1mu3EDbcts1LfIaBfOCRzucW5e14N401Ljbb1EXKmmjQ/edit?usp=sharing slides]<br>--> | + | |<!--[https://drive.google.com/open?id=1B_VSsRyfuKu79HyJ7i4k7Ezy0ErQHj3qT6YHTglT7SQ slides]--><!--[https://docs.google.com/presentation/d/1mu3EDbcts1LfIaBfOCRzucW5e14N401Ljbb1EXKmmjQ/edit?usp=sharing slides]<br>--> |
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|style="background:rgb(102, 204, 255)"|25 | |style="background:rgb(102, 204, 255)"|25 |
Revision as of 14:58, 6 February 2017
Course information
Title | CISC440/640 Computer Graphics |
Shortened URL | http://goo.gl/tJ4Kn4 |
Description | A first course in computer graphics covering fundamental concepts and techniques related to rasterization, textures, 2-D and 3-D transformations (including perspective projection), shading, hidden surface elimination, and anti-aliasing, as well as selected topics in modeling, animation, ray tracing, and global illumination. OpenGL will be used for programming; you should have some familiarity with C/C++ or be ready to learn it. |
When | Tuesdays and Thursdays, 2-3:15 pm |
Where | ISE 307 |
Instructor | Christopher Rasmussen, 446 Smith Hall, cer@cis.udel.edu |
Office hours | Mondays, 10 am -- 12 pm |
TA | Chunbo Song, songcb@udel.edu TA office hours: 3-5 pm, 201 Smith Hall |
Grading |
Graduate students will be given extra tasks to complete or features to implement on each homework, and extra questions to answer on each exam. Programming assignments will be graded on the basis of correctness, efficiency, and originality. This is not an introductory programming class, so coding style is not critical. However, if you want partial credit for something that doesn't quite work, it needs to be well-commented and easy to follow. For the overall course grade, a preliminary absolute mark will be assigned to each student based on the percentage of the total possible points they earn according to the standard formula: A = 90-100, B = 80-90, C = 70-80, etc., with +'s and -'s given for the upper and lower third of each range, respectively. Based on the distribution of preliminary grades for all students (i.e., "the curve"), the instructor may increase these grades monotonically to calculate final grades. This means that your final grade can't be lower than your preliminary grade, and your final grade won't be higher than that of anyone who had a higher preliminary grade. I will try to keep you informed about your standing throughout the semester. If you have any questions about grading or expectations at any time, please feel free to ask me. |
Piazza |
|
Academic policies | Programming projects are due by midnight of the deadline day (with a grace period of a few hours afterward...after sunrise is definitely late). A late homework is a 0 without a valid prior excuse. To give you a little flexibility, you have 6 "late days" to use on homeworks to extend the deadline by one day each without penalty. No more than three late days may be used per assignment. Late days will automatically be subtracted, but as a courtesy please notify the instructor (and CC the TA) in an e-mail of your intention to use late days before the deadline. See submission instructions below.
The two exams will be closed book (i.e., no reference materials allowed). Unless otherwise instructed, you are responsible for all material covered up to the day of the exam, both from the assigned readings (everything in the Readings column of the Schedule below) and in lectures (excluding guest lectures). Students can discuss problems with one another in general terms, but must work independently on programming assignments. This also applies to online and printed resources: you may consult them as references (as long as you cite them), but the words and source code you turn in must be yours alone. The University's policies on academic dishonesty are set forth in the student code of conduct here. |
Readings
Textbook (required) | Fundamentals of Computer Graphics (4th ed.) [Marschner in calendar below]
Steve Marschner and Peter Shirley CRC Press, 2016 Textbook web site: Author (most useful thing there is link to course with relevant slides), Publisher This book should be at the campus bookstore. Other ordering options: |
Instructions
OpenGL | Key thing to note: We are using OpenGL 3.3 for programming! A lot of examples on the web are for older 2.x, so beware
|
Homeworks | Assignment submissions should consist of a directory containing all code (your .cpp files, header files, makefile if applicable, etc.), any output data generated (e.g., images, movies, etc.), and an explanation of your approach, what worked and didn't work, etc. contained in a separate text or HTML file. Do not submit executables, .o files, or libraries, please! The directory you submit for each assignment should be packaged by tar'ing and gzip'ing it or just zip'ing it. The resulting file should be submitted through Sakai.
You may develop your OpenGL, C/C++ code in any fashion that is convenient--that is, with any compiler and operating system that you want--but you must avoid OS- and hardware-specific functions. |
Schedule
Note: The blue squares in the "#" column below indicate Tuesdays.
# | Date | Topic | Notes | Readings | Assignments/slides |
---|---|---|---|---|---|
1 | Feb. 7 | Introduction | Graphics background, course information | Marschner, 1-1.4 | slides |
2 | Feb. 9 | 2-D, 3-D Geometry | Vector & matrix review, homogeneous coordinates, 2-D & 3-D transformations | Marschner, 2.4, 5.2-5.2.2, 6-6.3 (skip 6.1.6, 6.2.1-6.2.2) | |
3 | Feb. 14 | 3-D Geometry | More 3-D transformations, camera manipulation & the view volume | Marschner, 6.5-7.2 | |
4 | Feb. 16 | 3-D Geometry | Perspective projection, geometry pipeline, transformations with GLM | Marschner, 7.3, 7.5; OpenGL tutorials #1 (including installation instructions), #3 |
HW #1 |
5 | Feb. 21
Register/add deadline Feb. 20 |
OpenGL/GLFW | Program initialization, window creation, geometric primitives | Marschner, 17-17.7, 17.9-17.11 | |
6 | Feb. 23 | OpenGL/GLFW | Basic animation, user interface callbacks | OpenGL tutorial #6 | |
7 | Feb. 28 | GPU programming | Introduction to GLSL, vertex shaders vs. fragment shaders | Marschner, 17.8; Orange book Chaps. 2-5 | HW #1 due |
8 | Mar. 2 | Motion/simulation | Particle systems, flocking | Marschner, 16.7 | HW #2 |
9 | Mar. 7 | Hidden surface elimination | Line and triangle clipping, backface culling, painter's algorithm, Z-buffering | Marschner, 8.1.3-8.2.3, 8.4 | |
10 | Mar. 9 | Shading | Radiometry: irradiance, radiosity, radiance, BRDFs | Marschner, 10-10.2.1, 20-20.2 | |
11 | Mar. 14 | Shading | Diffuse, specular reflection, Gouraud/Phong shading details | Marschner, 10-10.2.2 | |
12 | Mar. 16 | Shading, rasterization | OpenGL, GLSL shading methods; line drawing | OpenGL tutorial #8; Marschner, 8.1-8.1.2 | HW #2 due |
13 | Mar. 21 | Midterm review | |||
14 | Mar. 23 | MIDTERM EXAM | |||
Mar. 28 | NO CLASS Spring break |
||||
Mar. 30 | NO CLASS Spring break |
||||
15 | Apr. 4 | Textures | Texture-mapping pipeline, bump & displacement mapping, environment maps | Marschner, 11.2, 11.4 (homogeneous division material--not barycentric coords), 11.5 | |
16 | Apr. 6 | Textures | Shadow maps, magnification/minification | Marschner, 11.1.3-11.1.4, 11.6-11.7 | HW #2 |
17 | Apr. 11 Withdraw deadline Apr. 10 |
Textures | OpenGL, GLSL details and examples | OpenGL tutorial #5 | |
18 | Apr. 13 | Ray tracing | Ray casting, intersection testing, shadow rays | Marschner, 4 | |
Apr. 18 | NO CLASS Instructor away |
||||
Apr. 20 | NO CLASS Instructor away |
||||
19 | Apr. 25 | Ray tracing | Reflections, refractions, distributed ray tracing for anti-aliasing | Marschner, 4 | HW #3 due |
20 | Apr. 27 | Ray tracing | Distributed ray tracing for soft shadows, glossy reflections, spatial data structures | Marschner, 4, 12.3, 13.1, 13.4 | HW #4 |
21 | May 2 | Global illumination | Bidirectional ray tracing, photon mapping | "Bidirectional Ray Tracing" paper by
P. Heckbert; |
|
22 | May 4 | Noise | Value/Perlin noise, fractal noise, applications; miscellaneous shader programming examples | Marschner, 11.5.2-11.5.3, Orange book 15 | |
23 | May 9 | Shape modeling | Bezier curves and surfaces, Catmull-Rom splines | Marschner, 15-15.6.1 (ignore material on knots, Hermite form) | |
24 | May 11 | Shape modeling | Subdivision, geometry shaders | Marschner, 15.6-15.6.1 | |
25 | May 16 | Final review | HW #4 due | ||
May 18, 19, 22, 23, 24, or 25 | FINAL EXAM |