W1
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1/21
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L1
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Intro, course goals and structure, what is CG? [1.1-1.5]. Graphics display types.
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A0: Hand in questionnaire, set-up account, make personal home page. Review some useful math: [2.1-2.4; 5.1-5.2].
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W2
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1/26
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L2
|
Vector
graphics, raster graphics, rasterization, Bresenham, DDA
[3.1-3.8]. Polygon representation. Interaction; I/O-devices.
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DS
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A1: C++ [1.6-1.8]. Line drawing in OpenGL; rubber-banding; data structures; OBJ*-output.
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1/28
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L3
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"Inside
Story" on polygons. Winding number. Line clipping. Polygon clipping.
Linear interpolation.Coordinate systems in the classical rendering
pipeline. |
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A1: Interactively draw a fancy polygon, and output an OBJ data file.
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W3
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2/2
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L4
|
Polygon
rasterization. Z-buffering [8.1-8.2], Gouraud shading Viewport
mapping [6.3.1]. Interpolation in general. Ch 3.6-3.7; Ch
17.1-17.2. |
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DS
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A2: Picking points and moving them; linear interpolation, morphing; bounding boxes, reading OBJ* files.
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2/4
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L5
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Degrees
of Freedom (DOF). Sweep-scan-line rasterization. Bounding volumes
[10.9]. 2D Transformations Geometry picking.
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xxx
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A2: Modify your fancy polygon into a different shape, and morph between the two shapes; add a dynamic bounding box.
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W4
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2/9
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L6
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2D Transformations. Homogeneous coordinates. Viewport mapping. Hierarchical modeling [13.3].
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DS
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A3: Transformations, time-dependence (animation); scene hierarchy; nested bounding boxes. [5.1-5.2; 6.1-6.3]
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2/11
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L7
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Scene hierarchy. Instantiations. Compound transformations. Scene description file (SDC).
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A3: Create hierarchical 2D scene: compose,
time-varying, transformed polygon instances; dynamically show bounding
boxes at all levels.
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W5
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2/16
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---
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PRESIDENTS' DAY |
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DS
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A4: Ray-casting; surface properties; RGB color; diffuse and specular reflection; normal vector transformation [6.2.2].
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2/18
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L8
|
Modifying
scene hierarchies. Rendering paradigms. Basic ray-casting.
Lighting models. Surface properties. Shading techniques [9.1-9.2;
10.1-10.4]
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A4: Ray-cast three spheres with different surface properties and a single light source.
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W6
|
2/23
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L9
|
Various
surface models. General ray-tracing of a hierarchical scene
[10.1-10.8]. Reflection, refraction -- recursively. "3D Sphere-World".
3D transformations. |
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DS
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A5: Reflected and refracted rays; recursive ray-tracing; shadows; viewing transformations. reflection [19.1-19.3; 20.1-20.8]
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2/25
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L10
|
Illumination
and brightness. SCD extension: materials, lights, cameras. 3D rotations
around arb. axis; transformation of normals. Distribution raytracing.
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xxx
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A5: Ray-trace a hierarchical scene of transformed and grouped elipsoids from varying view-points.
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W7
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3/2
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L11
|
Physical, geometrical, statistical aspects of ray-tracing. Triangle//ray
intersections [10.3]. Supersampling, anti-aliasing, distribution ray tracing [10.11].
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xxx
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DS
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A6: Ray intersections with triangles and bounding boxes.
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3/4
|
L12
|
Acceleration
structures for ray-tracing; spatial subdivisions, bounding box
hierarchies [10.9]. Various 3D modeling paradigms.
|
xxx
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A6: Ray-trace triangle meshes; acceleration by exploiting locality and coherence.
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W8
|
3/9
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L13
|
B-reps, winged-edge data structure [13.1-13.2]. Introduction to splines [15.1-15.7].
|
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DS
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A6: Acceleration structures. Hierarchical bounding boxes.
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xxx
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3/11
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L14
|
Modeling with Bezier curves and B-Splines.
|
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|
|
TAKE_HOME_EXAM (3/9 -- 3/11)
|
xxx
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W9
|
3/16
|
L15
|
Differential geometry of space curves, Frenet frame; sweeps along such curves.
|
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DS
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A7: Sweeps; moving along B-splines, tangent vector, up-vector.
|
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3/18
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L16
|
B-reps from sweeps. Texture maps. -- Discussion of Take-Home Exam
|
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A7: Make a 3D roller-coaster track based on a sweep generator. Move a car along spline track. Dynamic viewing from car.
|
xxx
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---
|
3/23
|
---
|
SPRING BREAK
|
xxx
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|
3/27
|
---
|
SPRING BREAK |
xxx
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W10
|
3/30
|
L17
|
Smooth
shading; surface decoration: texture mapping, bumb mapping, environment mapping.
[11.1-11.8].
|
xxx
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DS
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A8: Smooth surfaces, Bezier patches, B-spline surfaces; texture mapping, bumb mapping.
|
xxx
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4/1
|
L18
|
Subdivision curves and surfaces. The classical rendering pipeline [12.1-12.7]. |
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A7: (cont.) A8: Smooth sweep surface with texture mapping.
|
xxx
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W11
|
4/6
|
L19
|
Classical
rendering pipeline (cont.) General viewing transform;
perspective projection, homogeneous coordinates [7.1-7.5].
|
xxx
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|
DS
|
General viewing transform; perspective projection, homogeneous coordinates [7.1-7.5]. |
xxx
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4/8
|
L20
|
IN-CLASS MIDTERM EXAM
|
xxx
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|
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A8: Smooth sweep surface with texture mapping. (cont)
|
xxx
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W12
|
4/13
|
L21
|
Perspective projection; comparison of rendering paradigms, hidden surface elimination techniques.
|
xxx
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DS
|
Subdivision and texture mapping.
|
xxx
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4/15
|
L22
|
Texture-mapped subdivision surfaces of arbitrary genus. Discussion of Mid-Term Exam |
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|
|
Final Project starts
|
xxx
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W13
|
4/20
|
L23
|
Joints, articulated skeletons, forward and inverse kinematics [16.4].
|
xxx
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DS
|
Inverse kinematics, animation [16.1-16.8].
|
xxx
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4/22
|
L24
|
Advanced rendering techniques suitable for project: photon mapping, ambient occlusion.
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xxx
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Final Project continues
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xxx
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W14
|
4/27
|
L25
|
BRDF [24.1-24.3; 19.1.6]. Global illumination [23.1-23.3]; various rendering methods: path tracing, photon tracing, radiosity.
|
xxx
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DS
|
BRDF, rendering equation; global illumination, realism in rendering.
|
xxx
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4/29
|
L26
|
Transparency, translucency. Spring-mass systems and simulations suitable for project.[16.5].
|
xxx
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A9: Submit Plan for Final Project and Team Membership
|
xxx
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W15
|
5/4
|
L27
|
Color spaces, human visual system;
surface properties, reflection [19.1-19.3; 20.1-20.8] ( a more in-depth
view). |
xxx
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DS
|
Simulation and spring-mass systems.
|
xxx
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5/6
|
L28
|
Anti-aliasing, distribution ray-tracing; image sampling, image-based rendering [25.1-25.2].
|
xxx
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A10: Submit a Progress Report Showing an Image of Some Geometry Created for the Project
|
xxx
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W16
|
5/11
|
L29
|
Image-based graphics; 3D input/output. Prep. for Final Exam.
|
xxx
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5/15
|
L30
|
FINAL EXAM -- Group 6: FRIDAY, MAY 15, 2009, 5-8 PM, 306 SODA HALL
|
xxx
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|
|
DS
|
Review for Final Exam
|
xxx
|
|
5/20
|
L31
|
PROJECT DEMOS: Tuesday, May 19, by appointment schedule; 330 SODA HALL
|
xxx
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5/20
|
L31
|
PROJECT DEMOS: Wednesday, May 20, by appointment schedule; 330 SODA HALL
|
xxx
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