|Title||CISC440/640 Computer Graphics|
|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, 11:00-12:15 pm|
|Instructor||Christopher Rasmussen, 446 Smith Hall, firstname.lastname@example.org|
|Office hours||??, ?? pm|
TA office hours: Seyedalireza Khoshsirat, email@example.com
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.
|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 unless teams are explicitly allowed for that assignment. 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.
|Textbook (required)||Fundamentals of Computer Graphics (4th ed.) [Marschner in calendar below]
Steve Marschner and Peter Shirley
CRC Press, 2016
|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 Canvas.
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. Programs which use Python and other languages will not be accepted, nor any programs that rely heavily on OpenGL 2.x functions.
Note: The blue squares in the "#" column below indicate Tuesdays.
|1||Feb. 8||Introduction||Graphics background, course information||Marschner, 1-1.4|
|2||Feb. 10||2-D, 3-D Geometry||Vector & matrix review, homogeneous coordinates, 2-D & 3-D transformations, quaternions||Marschner, 2.4, 5.2-5.2.2, 6-6.3 (skip 6.1.6, 6.2.1-6.2.2), 16.2.2|
|3||Feb. 15||3-D Geometry||More 3-D transformations, camera manipulation & the view volume||Marschner, 6.5-7.2|
Add/drop deadline Feb. 26
|3-D Geometry||Perspective projection, geometry pipeline, transformations with GLM||Marschner, 7.3, 7.5; OpenGL tutorials #1 (including installation instructions), #3|
||OpenGL/GLFW||Program initialization, window creation, geometric primitives||Marschner, 17-17.7, 17.9-17.11|
|6||Feb. 24||OpenGL/GLFW||Basic animation, user interface callbacks||OpenGL tutorial #6|
|7||Mar. 1||GPU programming||Introduction to GLSL, vertex shaders vs. fragment shaders; GLSL texturing demo||Marschner, 17.8; Orange book Chaps. 2-5||HW #1 due|
|8||Mar. 3||Shading||Radiometry: irradiance, radiosity, radiance, BRDFs||Marschner, 10-10.2.1, 20-20.2|
|9||Mar. 8||Shading||Diffuse, specular reflection, Gouraud/Phong shading details; OpenGL, GLSL shading methods||Marschner, 10-10.2.2; OpenGL tutorial #8|
|10||Mar. 10||Textures||Finish shading/lighting; texture-mapping basics, bump mapping||Marschner, 11.2, 11.4 (homogeneous division material--not barycentric coords), 11.5|
|11||Mar. 15||Textures||Texturing pipeline, bump maps, lightmaps, environment maps, shadow maps||Marschner, 11.1.3-11.1.4, 11.3|
|12||Mar. 17||Midterm review||HW #2 due|
|13||Mar. 22||MIDTERM EXAM|
|14||Mar. 25||Particle systems||Flocking; introduction to Bullet physics library||OpenGL tutorial on clicking, Bullet physics manual (you don't have to read all of it, it's just for reference); Marschner, 11.1.3-11.1.4, 11.3|
|Mar. 29||NO CLASS
|Mar. 31||NO CLASS
|Apr. 5||NO CLASS
|15||Apr. 7||Textures, clipping||Bilinear vs. nearest-neighbor filtering, magnification/minification, mipmaps; line and triangle clipping||Marschner, 11.4.4-11.4.5|
|16||Apr. 12||Hidden surface elimination||Backface culling, Z-buffering, painter's algorithm||Marschner, 8.1.3-8.1.6,, 8.2-8.2.3, 8.4||HW #3 due|
|17||Apr. 14||Finish hidden surface elimination; line drawing||BSP trees; DDA, midpoint line-drawing||Marschner, 12.4, 8.1-8.1.1, 8.3||HW #4|
|18||Apr. 19||A little Blender, shape modeling||Bezier curves and surfaces, Catmull-Rom splines, subdivision||Marschner, 15-15.6.1 (ignore material on knots, Hermite form)|
|19||Apr. 21||Ray tracing||Ray casting, intersection testing||Marschner, 4|
|20||Apr. 26||Ray tracing||Shadow rays (including soft shadows, ambient occlusion)||Marschner, 4|
Withdraw deadline May 3
|Ray tracing||Reflections (including glossy), distributed/distribution ray tracing||Marschner, 4||HW #5|
|22||May 3||Global illumination||Finish refractions, super-sampling for anti-aliasing, spatial data structures||Marschner, 4|
|23||May 5||Global illumination||Bidirectional ray tracing, photon mapping||Marschner, 4, 12.3, 13.1, 13.4; "Bidirectional Ray Tracing" paper, photon mapping introduction, online demo|
|24||May 10||Noise, bonus topic: animation basics||Value/Perlin noise, rigging||Marschner, 11.5.2-11.5.3, Orange book 15|
|25||May 12||Final review||
HW #5 due
|26||May 17||SIGGRAPH videos|
|May 17-18||HW #5 demos||demo sign up link will be here|
|May 19-26||FINAL EXAMS|