Computer
Graphics 4383/5113 Spring 2011
SB 2.02.02; TR
2-3:15
|
Instructor: John Quarles Office: 4.01.11 OH - 3:15-4:15 TR or by appt. #210 458 7433 |
TA: Sohel Hafiz |
TENTATIVE SCHEDULE
Current slides are typically posted the night before.
Check blackboard for assignment due dates and descriptions.
|
Date |
Topic |
Chapter |
Slides |
|
1/11/2011 |
Syllabus/Intro |
1 |
|
|
1/13/2011 |
Basic OpenGL |
2 |
|
|
1/18/2011 |
Basic OpenGL/GLUT |
2,3 |
|
|
1/20/2011 |
Vectors and Matrices |
4, Appendix B and C |
|
|
1/25/2011 |
2D Transforms |
4 |
|
|
1/27/2011 |
2D Transforms |
4 |
|
|
2/1/2011 |
3D Transforms |
4 |
|
|
2/3/2011 |
3D Transforms |
4 |
|
|
2/8/2011 |
Viewing |
5 |
|
|
2/10/2011 |
Viewing |
5 |
|
|
2/15/2011 |
Lighting |
6 |
|
|
2/17/2011 |
Lighting |
6 |
|
|
2/22/2011 |
scan conversion/ Shading |
7 |
|
|
2/24/2011 |
Midterm Review |
||
|
3/1/2011 |
Midterm |
||
|
3/3/2011 |
visible surface determination |
7 |
|
|
3/8/2011 |
Textures, Blending |
8 |
|
|
3/11/2011 |
collision detection |
online |
|
|
3/15/2011 |
spring break |
- |
|
|
3/17/2011 |
spring break |
- |
|
|
3/22/2011 |
Guest Lecture: Dr. Greg White |
Game Industry Topics |
|
|
3/24/2011 |
Guest Lecture: Dr. Hugh Maynard |
Boolean Operations |
|
|
3/29/2011 |
shaders |
9 |
|
|
3/31/2011 |
shaders |
9 |
|
|
4/5/2011 |
picking |
3 |
|
|
4/7/2011 |
data structures |
10 |
|
|
4/12/2011 |
ray tracing |
13 |
|
|
4/14/2011 |
no class work on project |
||
|
4/19/2011 |
Final Presentations |
||
|
4/21/2011 |
Final Presentations |
||
|
4/26/2011 |
Final Review |
||
|
5/5/2011 |
Final 10:30-1 |
*Note: Many of the slides from this course are modified with permission from Benjamin Lok’s CG course or are slides modified from Angel’s textbook.
ASSIGNMENTS AND HOMEWORKS
CODE SAMPLES
Do not just copy and paste. Make sure you understand how they work.
Blending, Depth Buffering, Culling, Texture Mapping, Simple 1st person Camera. cpp vsproj
HELPFUL OPENGL TUTORIALS
OpenGL Programming Reference (the Redbook) online
More On Transformations in OpenGL
COLLISION DETECTION TUTORIALS
Bounding Box Collisions in Direct 3D
Extensive Information on Collision Detection at Gamasutra
Separating Axes 1 in 2D and 3D
Separating Axes 2 in 2D
SHADERS
http://nehe.gamedev.net/data/articles/article.asp?article=21
PICKING
http://www.opengl.org/resources/faq/technical/selection.htm
http://gpwiki.org/index.php/OpenGL:Tutorials:Picking
http://www.lighthouse3d.com/opengl/picking/index.php?openglway
http://www.cs.cornell.edu/courses/cs465/2003fa/homeworks/raytri.pdf
A GOOD
(optional) BOOK
John Vince - Mathematics for Computer Graphics (cheap on Amazon)