Computer
Graphics 4383/5113 Spring 2011
SB 3.02.07; 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 (slides) |
Angel 6th Ed. Chapter |
Vince Chapter |
|
1/17/2012 |
Syllabus/Intro - glut |
1,2 |
- |
|
1/19/2012 |
Basic OpenGL |
2 |
- |
|
1/24/2012 |
Basic OpenGL |
2,3 |
- |
|
1/26/2012 |
Vectors |
4, Appendix B and C |
4, 6 |
|
1/25/2011 |
matrices |
4 |
4, 7 |
|
1/31/2012 |
3D Transforms/matrices |
4 |
4,5,7 |
|
2/2/2012 |
3D Transforms |
4 |
4,5,7 |
|
2/7/2012 |
3D Transforms (traveling) |
4 |
7 |
|
2/9/2012 |
Viewing |
5 |
7 |
|
2/14/2012 |
Viewing |
5 |
7 |
|
2/16/2012 |
Lighting |
6 |
|
|
2/21/2012 |
Lighting |
6 |
|
|
2/23/2012 |
shading |
7 |
|
|
2/28/2012 |
visible surface determination |
7 |
|
|
3/1/2012 |
Textures, Blending |
8 |
|
|
3/6/2012 |
TBA (traveling) |
|
|
|
3/8/2012 |
TBA (traveling) |
|
|
|
3/13/2012 |
Spring break |
- |
|
|
3/15/2012 |
Spring break |
- |
|
|
3/20/2012 |
Textures, Blending |
8 |
|
|
3/22/2011 |
collision detection |
online |
10 |
|
3/27/2012 |
collision detection |
online |
10 |
|
3/29/2012 |
Bump and Normal maps |
9 |
|
|
4/3/2012 |
Shadow mapping |
9 |
|
|
4/5/2012 |
Advanced rendering |
|
|
|
4/10/2012 |
Advanced rendering |
|
|
|
4/12/2012 |
picking |
3 |
|
|
4/17/2012 |
data structures |
10 |
|
|
4/19/2011 |
ray tracing |
13 |
|
|
4/24/2012 |
Final Presentations |
|
|
|
4/26/2011 |
Final Presentations |
|
|
|
5/1/2011 |
Final Presentations |
|
*Note: some of the slides from this course are modified with permission from Benjamin Lok’s CG course or are slides modified from Angel’s textbook.
CODE SAMPLES
See blackboard
Matrices
TUTORIALS: OpenGL 3.0+ and GLSL 1.5+
http://www.arcsynthesis.org/gltut/
http://ogldev.atspace.co.uk/index.html
TUTORIALS: Pre OpenGL 3.0
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 (pre GLSL 1.5)
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)
OTHER GOOD BOOKS
(some free online)
http://www.realtimerendering.com/books.html