Instructor: Dr. Shieu-Hong Lin ![]()
Class
website: http://csci.biola.edu/csci440graphics
Class time:
T Th
Office Hours: Tuesday & Thursday 3:00-4:00
pm
Course objectives:
² Study the fundamental principles
for modeling 3-dimensional objects and generating photorealistic renderings
efficiently.
² Develop a solid understanding of
how modern graphics software systems are built upon concepts in optics,
photometry, algebra, geometry, algorithms, and data structures.
² Learn OpenGL as a graphics application programming interface and apply it to implement elementary 3D graphics programs.
² Design and implement a 3D virtual world that allows the user to walk through and interact with the 3D environment.
Books:
1.
OpenGL
Architecture Review Board et al. OpenGL
Programming Guide: The Official Guide to Learning OpenGL (7th ed.).
Addison-Wesley, 2009.
2.
OpenGL
Architecture Review Board et al. OpenGL
Reference Manual: The Official Reference Document to OpenGL (4th ed.). Addison-Wesley, 2004.
3.
Edward Angel.
OpenGL: A Primer (3rd ed.). Addison-Wesley
2008.
4.
T. Akenine-Moller and Eric Haines. Real-Time Rendering (2nd ed.). A. K. Peters, 2004.
5.
Edward Angel.
Interactive Computer Graphics: A Top-Down Approach Using OpenGL (4thEdition).
Addison-Wesley 2006.
6.
P.J. Schneider
and D. H. Eberly. Geometric Tools for Computer Graphics. Morgan Kaufmann,
2003.
7.
Richard Szeliski. Computer Vision:
Algorithms and Applications. Springer, 2010.
Grading:
²
Weekly reading & participation 15%
²
Programming assignments 40%
²
Midterm 15%
²
Final project 30%
Tentative schedule of subjects to cover
Weeks 1~7
Introduction
Overview of graphics systems, graphics devices, graphics
programming.
Graphics
Programming
OpenGL, graphics primitives, viewing, event-driven I/O, GL
toolkit, frame buffers.
Geometric
Programming
Review
of linear algebra, affine geometry, (points, vectors, affine transformations),
homogeneous coordinates, change of coordinate systems.
3-d
transformations and perspective
Scaling, rotation, translation, orthogonal and perspective
transformations, 3-d clipping.
Light
and shading
Diffuse and specular reflection, phong
and gouraud shading.
Week 8: Review & Midterm
Weeks 9~15
Using
Images
Texture-, bump-, and reflection-mapping.
Implementation
Issues
Rasterization, clipping.
Ray
tracing
Ray-tracing model, reflective objects, shadows, light
transport and radiosity.
Hidden
surface removal
Back-face culling, z-buffer method, depth-sort.
Modeling
Hierarchical models, fractals and fractal dimension.
Curves
and Surfaces
Representations
of curves and surfaces, interpolation, Bezier, B-spline curves and surfaces,
NURBS, subdivision surfaces.