CS184 -- Computer Graphics -- Spring 2011 -- Tentative and Evolving Schedule

References to Chapter numbers in "Fundamentals of Computer Graphics" by Peter Shirley, 2nd edition are given in brackets: [ ];
if the references are different for Shirley's 3rd edition they are added in curly braces:  { }.
W1
1/19
L1
Intro, course goals and structure, what is CG? [1.1-1.4]. Graphics display types. Modeling and Rendering.
x

1/20
DS
C++ [1.6-1.8]. OpenGL. Libraries; data structures.
x

1/25
 
A0: Hand in questionnaire, set-up account, make personal home page.  Review some useful math: [2.1-2.4; 5.1-5.2].
x
W2
1/24
L2
Vector graphics, raster graphics, rasterization, Bresenham, DDA  [3.1, 3.3, 3.5{8.1.1}]. Polygon representation. Interaction; I/O-devices.
x

1/26
L3
"Inside Story" on polygons. Winding number. Line clipping. Polygon clipping. Interpolation in general Ch 3.6-3.7; Ch 17.1-17.2..Coordinate systems in the classical rendering pipeline. x

1/27
DS
A1: Line drawing; rubber-banding. OBJ*-output; reading OBJ* files. Picking points and moving them. Bresenham. x

1/28
 
A1: Interactively draw a fancy polygon, and output an OBJ data file.
x
W3
1/31
L4
2D Transformations; homogeneous coordinates; compound transformations, viewport mapping [6.3.1]. Geometry picking.  Bounding volumes [10.9].
x

2/2
L5
Hierarchical modeling [13.3]; groups and instances. Inheritance of color, LOD. Recursive bounding boxes.  Scene description file (SDC). x

2/3
DS
A2:  linear interpolation, morphing; bounding boxes; transformations, scene hierarchy; x

2/4
 
A2: Modify your fancy polygon into a different shape, and morph between the two shapes; add a dynamic bounding box.
x
W4
2/7
L6
Rendering paradigms. Basic ray-casting. Lighting models. Surface properties.  x

2/9
L7
Lighting models. Surface properties. Shading techniques [9.1-9.2; 10.1-10.4]. {4.1-4.6; 10.1-10.2}
x

2/10
DS
A3: time-dependence (animation);  nested bounding boxes. [5.1-5.2; 6.1-6.3]. A4: Ray-casting ...
x

2/11

A3: Create hierarchical 2D scene: compose, time-varying, transformed polygon instances; dynamically show bounding boxes at all levels. x
W5
2/14
L8 Sweep-scan-line rasterization. Gouraud shading. Z-buffering [8.1-8.2].  Ray-tracing basics [10.1-10.8]. 3D homogeneous transformations.  
--  Take-Home Exam: Due Feb.16. Reserve 2-3hrs of quiet time!
x

2/16
L9 Reflection and refraction; Lighting calculations [19.1-3]{20.1-3}; arb. 3D rotations; transformation of normals. Hierarchical "Sphere World".  x

2/17
DS
A4:surface properties; RGB color; diffuse and specular reflection; normal vector transformation [6.2.2].  x

2/20

A4: Ray-cast  3 spheres with different surface properties and a single light source.
x
W6
2/21
---
PRESIDENTS' DAY  x

2/23
L10
Supersampling, anti-aliasing, distribution ray tracing [10.11]. Ray-tracing: physical, geometrical, statistical view.  
x

2/24
DS
A5: Reflected and refracted rays; recursive ray-tracing; shadows; viewing transformations. reflection [19.1-19.3; 20.1-20.8] x

2/26

A5: Ray-trace a hierarchical scene of transformed and grouped ellipsoids from varying view-points; shadows; distribution ray-tracing.
x
W7
2/28
L11
Accelerate ray-tracing with bounding volumes [10.9].  Triangle-ray intersect.[10.3].   Discuss Take-Home Exam.   Various 3D modeling paradigms. x

3/2
L12
 B-reps, winged-edge data structure [13.1-13.2]. Introduction to splines [15.1-15.7]. x

3/3
DS
A6: Ray intersections with triangles and bounding boxes.
x



A6: Ray-tracing large ellipsoid scenes; acceleration through use of bounding volumes; recursive ray-tracing for reflections.
x
W8
3/7
L13
 Turning number.  Bezier curves, B-splines, sweeps x

3/9
L14
Composite Bezier curves. Differential geometry of space curves, Frenet frame; rotation-minimizing sweeps. x

3/10
DS
A6:  Cubic curves;camera on roller coaster. Introduction to shader languages.
x



A7: Make a 3D roller-coaster track based on a sweep generator. --  Move a car along spline track.  Dynamic viewing from car. x
W9
3/14
L15
Smooth shading;  surface decorations:  texture-, bump-, displacement-, environment-mapping. [Ch. 11, Ch 17] x

3/16
L16
 IN-CLASS MIDTERM EXAM     x

3/17
DS
A8: Shaders; surface decorations: texture-, bump-, displacement-, environment-mapping x



A8: Smooth sweep surfaces with surface decorations.  Shader programs. x
---
3/21
---
SPRING BREAK
x

3/23
---
SPRING BREAK x
W10
3/28
L17
  -- Discussion of Midterm Exam  --  Joints, articulated skeletons, forward and inverse kinematics [16.4]. x

3/30
L18
The classical rendering pipeline [12.1-12.7]   General viewing transform; perspective projection, [7.1-7.5]. x

3/31
DS
A9: Inverse kinematics
x



A9: Forward and inverse kinematics
x
W11
4/4
L19
DoFs.  The classical rendering pipeline [12.1-12.7]  unified camera model; canonical viewing volume; perspective transform x

4/6
L20
Vanishing points, horizon lines; various types of projection; complete perspective viewing transform x

4/7
DS
articulated models, kinematics, skinning.
x



A9(cont.): Forward and inverse kinematics and skinning of articulated models x
W12
4/11
L21
The modern rendering pipeline, graphics hardware development. -- Subdivision curves and surfaces. x

4/13
L22
 -- Subdivision curves and surfaces. Texture-mapped subdivision surfaces of arbitrary genus.
x

4/14
DS
General viewing transform; perspective projection, homogeneous coordinates [7.1-7.5].  CC Subdivision.
x



Final Project starts:  A10: Submit Proposal for Final Course Project and Team Composition
x
W13
4/18
L23
Global illumination [23.1-23.3]; Overview over advanced rendering techniques: path tracing, photon tracing, etc...
x

4/20
L24
BRDF [24.1-24.3; 19.1.6].  Rendering Equation. Ambient occlusion, Radiosity rendering,  Photon mapping.  Participating media. x

4/21
DS
BRDF; rendering equation; global illumination, realism in rendering.  
x



Final Project continues:  A11: Revised Project Proposal x
W14
4/25
L25
Color spaces, human visual system; [19.1-19.3; 20.1-20.8] --  [25.1-25.2].  HKN-survey x

4/27
L26
LAST LECTURE !  Transparency, translucency. Aliasing; problems with image and texture sampling x

4/28
DS
Spring-mass systems and simulations [16.5].   x



Project:  A12: Submit a Progress Report Showing an Image of Some Geometry Created for the Project x
W15


Project Completion  + RECITATION -- Study for final exam  
x

5/4
L27
Discussion of  final exam questions 
x
W16
5/10
L28
PROJECT DEMOS:  by appointment schedule; 330 SODA HALL     A13: Submit Final Project Report on-line. x

5/11
L29 PROJECT DEMOS:  by appointment schedule; 330 SODA HALL      A13: Submit Final Project Report on-line. x

5/13
L30
FINAL EXAM -- Group 6: FRIDAY, MAY 13, 2011, 8-11 AM, Bechtel Auditorium x



 








 





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