Lecture Notes, Slides, Exercises
- preliminaries
(slides)
(notes)
(exercises)
Course Outline, overview, dot & cross products (review)
Part 1: Viewing transformations: from vertices to pixels
-
model transformations
(notes)
(slides)
(3x3)
(exercises)
rotations, scaling, translations, homogeneous coordinates, points at infinity
- view transformations
(notes)
(slides)
(3x3)
(exercises)
viewer coordinates, GL_MODELVIEW, quadrics
-
projections, view volume
(notes)
(slides)
(3x3)
(exercises)
orthographic & parallel, perspective, vanishing points; frustum, near and far planes
- projective transform
(notes)
(slides)
(3x3)
(exercises)
normalized view volume, GL_PROJECTION, clipping coordinates
- clipping, windows, scan conversion
(notes)
(slides)
(3x3)
(exercises)
Cohen-Sutherland, display coordinates and viewports, rasterizing a line
Part 2: Visibility, geometry modelling
- hidden surface removal
(notes)
(slides)
(3x3)
(exercises)
OpenGL pipeline (end of part 1), back face culling, depth buffer, painter, ray casting
- more (efficient) hidden surface removal
(notes)
(slides)
(3x3)
(exercises)
BSP tree, octrees, bounding volume hierarchy
- object hierarchies
(notes)
(slides)
(3x3)
(exercises)
OpenGL transformation stack, fractals, L-systems
- smooth curves and surfaces
(notes)
(slides)
(3x3)
(exercises)
cubic splines (Hermite, Bezier, Catmull-Rom), bicubic surfaces
- meshes
(notes)
(slides)
(3x3)
(exercises)
level of detail, simplification, subdivision
Part 3: Rendering: light, material, texture, transparency
- lighting, material, shading
(notes)
(slides)
(3x3)
(exercises)
ambient/point/spot, diffuse/mirror/glossy, Gouraud/Phong
- review of selected exercises (1-11) (slides)
- review of midterm exam, review of rotations
(slides)
- texture mapping
(notes)
(slides)
(3x3)
(exercises)
homographies, aliasing, magnification and minification, interpolation
- more texture mapping, procedural shading
(notes)
(slides)
(3x3)
(exercises)
MIP mapping, bump mapping
- ray tracing, environment mapping
(notes)
(slides)
(3x3)
(exercises)
cube/sphere map, refraction
- shadows and interreflections
(slides)
(3x3)
(exercises)
cast vs attached, ray tracing, shadow mapping, ambient occlusions, interreflections
- image compositing (slides)
(3x3)
(exercises)
alpha, over, blending, pulling a matte
- volume rendering (slides)
(3x3)
(exercises)
blending N layers, fog, transfer functions
- review of selected exercises (12, 16-19)
(slides)
(exercises)
Part 4: Image Capture and Display
- color (slides)
(3x3)
(exercises)
trichromacy, spectra, color matching, color displays, perceptual vs physical
- image capture (slides)
(3x3)
(exercises)
image blur, f-number, exposure, HDR imaging
- image display (slides)
(3x3)
(exercises)
Weber/Stevens Laws, gamma correction
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