Schedule & Notes

Lectures:

Section L0101 T12-2 (Tutorial M12)

Section L5101 W12-2 (Tutorial W6)

Part I: Basic Graphics Primitives
Week 1
 Lecture topicSub-topicOnline notesTextbookExternal links
  Tutorial    No tutorial this week   
  Introduction & raster operations [slides, slides_6up]    Line drawing, 2D polygons, parametric 2D curves (circle, ellipse)    Introduction to Graphics;
Curves;
3.1-3.5; 2.5-2.6    Leonid's slides; Computer display; Raster graphics; Bresenham's line algorithm; List of curves; Ellipse; Polygon;
Week 2
  Tutorial    C++, OpenGL and Hierarchical Models   
  Interpolation and 2D Transformations [slides, slides_6up]    Rigid, conformal, affine transformations. Homogeneous coordinates. Coordinate-free geometry.    2D Transformations;
Coordinate-Free Geometry;
6.1; 2.4; 6.3    General Transformations; Affine transformations;
Week 3
  Tutorial    C++, OpenGL and Hierarchical Models   
  3D Surfaces [slides, slides_6up Planes, tangents, normals, bilinear patches, quadrics/superquadrics. 3D transformations.    3D Objects;
2.9-2.11; 13.1; 6.2    Plane; Cylinder; Surface of revolution; Quadric; Normal Vector; Surface parameterization;
Part II: Viewing in 3D
Week 4
  Tutorial    3D meshes, cylinders, surfaces of revolution    2.11   
 

Camera models and 3D transformations [slides, slides_6up]

maya file   

Viewer coordinates. Perspective and orthographic projections. Pseudo-depth.    Camera Models;
7.2-7.3; 7.3-7-5    Camera transforms (OpenGL FAQ);
Week 5
  Tutorial    Life of a polygon: object, world, camera coordinates, homogeneous projection, 3D view volume    7.1-7.2; 12.1   
  Visibility [slides, slides_6up] HSR and z-buffer. Spatial partitions, BSP trees    Visibility;
8.1-8.2    View volume applet (Brown);
Part III: Appearance Modeling and Rendering
Week 6
  Tutorial  Life of a polygon - homogeneous perspective, clipping, visibility, backfaces, BSP trees. Background and OpenGL for A2   12.3-12.4   
  Lighting and reflection[slides, slides_6up]    Diffuse, ambient, specular, and Phong models. Interpolative shading.    Basic Lighting and Reflection;
Interpolative Shading;
9.1-9.2; 2.10-2.11; 3.6; 9.2; 11.1-11.4   
Week 7
  Tutorial     Lighting and texturing in OpenGL  
  Catmull-Romm Spline Interpolation [Slides]   Animation [slides, slides_6up] review of concepts for MIDTERM + Catmull-Romm splines  + Key-framing, parametric curves, motion capture. Data-driven and Physics-based animation           
Week 8
  Tutorial   [Slides][code]  MIDTERM
  Ray tracing[slides, slides_6up]    Basic ray tracing algorithm. Computing ray-plane intersections.  Basic Ray Tracing;
10.1-10.7   
Week 9
  Tutorial    Refraction and transmission. Ray trace pseudo-code    10.8, 10.10   
  Advanced ray-tracing and global illumination.[slides, slides_6up] Refraction, Distributed/stochastic ray-tracing, Backwards ray-tracing (caustics), radiosity.   
Distribution Ray Tracing;
24.1-24.2   
Part IV: Interpolation and Animation
Week 10-11
  Tutorial    Curves   
 

Curves and Interpolation [slides, slides_6up]

   

Polynomial interpolation, Cardinal (Catmull-Rom) splines, bezier, b-splines, hermite splines.

   

Interpolation;
Smooth Curves and Surfaces;
15.1-15.3, 15.6.1, 15.4-15.5    1D Polynomial interpolation applet; Catmull-Rom applet; Bézier curve applet (UNC); Bézier curve applet (Brown); Bézier patch applet (OGI); Bézier patch applet (Cornell);
Week 12
  Tutorial    Final exam review   
 

[Summary Slides]   

Wooden Monkey presentation, Summary 16.1-16.2, 16.4-16.5; Lasseter