
Syllabus for 15-462, Computer Graphics 1, Fall 2001
Topics that you should expect to learn this semester.
Topics will be taught in approximately but not exactly in order.
- Introduction (Ch. 1)
- Administrative matters
- What is Computer Graphics?
- The 3D Graphics Pipeline (Ch. 2)
- Graphics Programming and OpenGL
- Transformations: (Ch. 4)
- Homogeneous vector and matrix notation
- 2D/3D Transformations
- Chaining transformations
- Nonlinear transformations (free form deformation)
- Modeling Hierarchies (Ch. 8)
- What hierarchies are and why we use them
- Matrix stack primitives
- Hierarchy Algorithms
- Modeling examples
- Getting the right "control knobs"
- Hierarchies w/nonlinear transformations
- Interface and implementation issues
- 3D Viewing and Projection: (Ch. 5)
- Perspective projection
- Viewing and view volumes
- Clipping
- Geometric Modeling (Ch. 10)
- Polygons and polygon meshes
- Spline curves: Natural, Hermite, Bezier, etc.
- Recursive subdivision, forward differencing
- Bicubic surfaces
- Solid primitives, sweeps, B-reps
- Implicit surfaces, quadrics, blobs
- Booleans, CSG,
- Fractals
- Animation: (Ch. 11 + handout)
- Traditional cel animation
- Keyframes: state space points and trajectories
- Inbetweening: linear interpolation,
- interpolating splines, slow in and out, etc.
- Procedural animation
- Inverse Kinematics
- Dynamics and Control
- Interface and implementation issues.
- Rendering (Ch. 6, 7, 8, 9)
- Line and polygon scan conversion
- Painter's algorithm
- Z-buffer algorithm
- Light and Color
- Illumination and reflection
- Gouraud & Phong shading
- Texture Mapping
- Ray tracing (Ch. 8 + handout)
- Ray-surface intersection testing
- Ray casting
- Shadows and Transparency
- Recursive ray tracing
- Spatial data structures for optimization
- Image Algorithms and 2D Special Effects (handout)
- Flood fill, dithering
- Point processing (contrast enhancement, compositing)
- Filtering
Jessica Hodgins
Last modified: Sun Aug 26 18:04:06 EDT 2001