CS184 -- Computer Graphics -- Spring 2009 -- The Evolved Schedule

References to Chapter numbers in "Fundamentals of Computer Graphics" by Peter Shirley, 2nd edition are given in brackets: [ ].
W1
1/21
L1
Intro, course goals and structure, what is CG? [1.1-1.5]. Graphics display types.
xxx


 
A0: Hand in questionnaire, set-up account, make personal home page.  Review some useful math: [2.1-2.4; 5.1-5.2].
xxx
W2
1/26
L2
Vector graphics, raster graphics, rasterization, Bresenham, DDA  [3.1-3.8]. Polygon representation. Interaction; I/O-devices.
xxx


DS
A1: C++ [1.6-1.8]. Line drawing in OpenGL; rubber-banding; data structures; OBJ*-output.
xxx

1/28
L3
"Inside Story" on polygons. Winding number. Line clipping. Polygon clipping. Linear interpolation.Coordinate systems in the classical rendering pipeline. xxx


 
A1: Interactively draw a fancy polygon, and output an OBJ data file.
xxx
W3
2/2
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. xxx


DS
A2: Picking points and moving them; linear interpolation, morphing; bounding boxes, reading OBJ* files.
xxx

2/4
L5
 Degrees of Freedom (DOF).  Sweep-scan-line rasterization. Bounding volumes [10.9].  2D Transformations Geometry picking.  
xxx


 
A2: Modify your fancy polygon into a different shape, and morph between the two shapes; add a dynamic bounding box.
xxx
W4
2/9
L6
 2D Transformations. Homogeneous coordinates.  Viewport mapping. Hierarchical modeling [13.3]. 
xxx


DS
A3: Transformations, time-dependence (animation); scene hierarchy; nested bounding boxes. [5.1-5.2; 6.1-6.3]
xxx

2/11
L7
Scene hierarchy. Instantiations. Compound transformations. Scene description file (SDC).
xxx


 
A3: Create hierarchical 2D scene: compose, time-varying, transformed polygon instances; dynamically show bounding boxes at all levels.
xxx
W5
2/16
---
PRESIDENTS' DAY xxx


DS
A4: Ray-casting; surface properties; RGB color; diffuse and specular reflection; normal vector transformation [6.2.2].  xxx

2/18
L8
Modifying scene hierarchies. Rendering paradigms. Basic ray-casting.  Lighting models. Surface properties. Shading techniques [9.1-9.2; 10.1-10.4]
xxx



A4: Ray-cast three spheres with different surface properties and a single light source.
xxx
W6
2/23
L9
Various surface models. General ray-tracing of a hierarchical scene [10.1-10.8]. Reflection, refraction -- recursively. "3D Sphere-World". 3D transformations. xxx


DS
A5: Reflected and refracted rays; recursive ray-tracing; shadows; viewing transformations. reflection [19.1-19.3; 20.1-20.8] xxx

2/25
L10
Illumination and brightness. SCD extension: materials, lights, cameras. 3D rotations around arb. axis; transformation of normals. Distribution raytracing.
xxx



A5: Ray-trace a hierarchical scene of transformed and grouped elipsoids from varying view-points.
xxx
W7
3/2
L11
 Physical, geometrical, statistical aspects of ray-tracing.  Triangle//ray intersections [10.3].  Supersampling, anti-aliasing, distribution ray tracing [10.11]. xxx


DS
A6: Ray intersections with triangles and bounding boxes.
xxx

3/4
L12
Acceleration structures for ray-tracing; spatial subdivisions, bounding box hierarchies [10.9].    Various 3D modeling paradigms.
xxx



A6: Ray-trace triangle meshes; acceleration by exploiting locality and coherence.
xxx
W8
3/9
L13
B-reps, winged-edge data structure [13.1-13.2].   Introduction to splines [15.1-15.7].
xxx


DS
A6: Acceleration structures. Hierarchical bounding boxes.
xxx

3/11
L14
Modeling with Bezier curves and B-Splines.
xxx



TAKE_HOME_EXAM  (3/9 -- 3/11)
xxx
W9
3/16
L15
Differential geometry of space curves, Frenet frame; sweeps along such curves.
xxx


DS
A7: Sweeps; moving along B-splines, tangent vector, up-vector.
xxx

3/18
L16
 B-reps from sweeps. Texture maps.  -- Discussion of Take-Home Exam xxx



A7: Make a 3D roller-coaster track based on a sweep generator. Move a car along spline track. Dynamic viewing from car. xxx
---
3/23
---
SPRING BREAK
xxx

3/27
---
SPRING BREAK xxx
W10
3/30
L17
Smooth shading; surface decoration: texture mapping, bumb mapping, environment mapping. [11.1-11.8].
xxx


DS
A8: Smooth surfaces, Bezier patches, B-spline surfaces; texture mapping, bumb mapping.
xxx

4/1
L18
Subdivision curves and surfaces.  The classical rendering pipeline [12.1-12.7].  xxx



A7: (cont.)    A8: Smooth sweep surface with texture mapping.
xxx
W11
4/6
L19
Classical rendering pipeline (cont.)   General viewing transform; perspective projection, homogeneous coordinates [7.1-7.5].
xxx


DS
General viewing transform; perspective projection, homogeneous coordinates [7.1-7.5]. xxx

4/8
L20
 IN-CLASS MIDTERM EXAM
xxx



A8: Smooth sweep surface with texture mapping. (cont) xxx
W12
4/13
L21
Perspective projection; comparison of rendering paradigms, hidden surface elimination techniques.
xxx


DS
Subdivision and texture mapping.
xxx

4/15
L22
Texture-mapped subdivision surfaces of arbitrary genus.  Discussion of Mid-Term Exam xxx



Final Project starts
xxx
W13
4/20
L23
Joints, articulated skeletons, forward and inverse kinematics [16.4].
xxx


DS
Inverse kinematics, animation [16.1-16.8]. xxx

4/22
L24
Advanced rendering techniques suitable for project: photon mapping, ambient occlusion. xxx



Final Project continues xxx
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


DS
BRDF, rendering equation; global illumination, realism in rendering.
xxx

4/29
L26
Transparency, translucency.  Spring-mass systems and simulations suitable for project.[16.5]. xxx



A9: Submit Plan for Final Project and Team Membership
xxx
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


DS
Simulation and spring-mass systems.
xxx

5/6
L28
Anti-aliasing, distribution ray-tracing; image sampling, image-based rendering [25.1-25.2]. xxx



A10:  Submit a Progress Report Showing an Image of Some Geometry Created for the Project
xxx
W16
5/11
L29
Image-based graphics; 3D input/output.  Prep. for Final Exam. xxx

5/15
L30
FINAL EXAM -- Group 6: FRIDAY, MAY 15, 2009, 5-8 PM, 306 SODA HALL xxx


DS
Review for Final Exam
xxx

5/20
L31
PROJECT DEMOS: Tuesday, May 19, by appointment schedule; 330 SODA HALL xxx

5/20
L31 PROJECT DEMOS: Wednesday, May 20, by appointment schedule; 330 SODA HALL xxx
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