CS 452 Computer Graphics MurtazaTaj
CS 452 Computer Graphics MurtazaTaj
Instructor
Room No.
Office Hours
Email
Telephone
Secretary/TA
TA Office Hours
Course URL (if any)
Murtaza Taj
SSE Block 10-301
TBA
[email protected]
3301
TBA
TBA
LMS
Course Basics
Credit Hours
Lecture(s)
Recitation/Lab (per week)
Tutorial (per week)
3
Nbr of Lec(s) Per Week
Nbr of Lec(s) Per Week
Nbr of Lec(s) Per Week
Course Distribution
Core
Elective
Open for Student Category
Close for Student Category
No
Yes
Graduate, Senior, Junior
Freshman
Fall 2015-16
2
0
1 (TBD)
Duration
Duration
Duration
75 min
N/A
50 min (TBD)
COURSE DESCRIPTION
Computer Graphics is one of the most exciting application fields of Computer Science. This course is intended to introduce the basics of
Computer Graphics, laying the foundation for more advanced graduate classes or industry work. The basic graphics pipeline is covered in this
course, along with an introduction to OpenGL. This course will be conducted with an application perspective. Therefore students will be expected
to implement several techniques learnt in the lectures.
COURSE PREREQUISITE(S)
COURSE OBJECTIVES
Learning Outcomes
To familiarize students with the Computer Graphics pipeline and the processing going on within each block
Introduce various data structure and algorithms designed to increase the computational efficiency of graphics algorithms
Make students confident that they can solve Computer Graphics problems, through the use of several programming
assignments and examples
25%
0%
10%
0%
0%
20%
15 + 5%
30%
Examination Detail
Yes/No: Yes
Combine Separate: N/A
Midterm
Duration: 120 min
th
Exam
Preferred Date: 7 Week
Exam Specifications: Written
Final Exam
Yes/No:
Combine Separate: Comprehensive
Duration: 150 min
Exam Specifications: Written
Module
Introduction
Sessions
1
Rasterization
Topics Covered
Graphics Pipeline
Graphics Applications
Display Technologies
CRT Displays
Raster Scan Displays
Book Chapters
Shirley Chapter 1
Shirley Chapter 3
Transformations
OpenGL
Composing Transformations
Coordinate Transformation Matrix (CTM)
Decomposing Transformations
OpenGL
Rigid Transformations
Coordinate Transformation Matrix
Loading Models in a scene
Module
Lighting
&
Shading
Ray Casting
&
Tracing
Sessions
1
Topics Covered
Lighting
Vectors & Barycentric Coordinates
Natural Lighting Effect
Camera Model
Book Chapters
Shirley Chapter 2 & 9
Shading
Surface Reflection & Lighting Effecting
Reflection Models
The Blinn-Phong Model
Type of Light Source
Gouraud Shading
Phong Shading
Ray Casting
Local vs. Global Illumination
Shirley Chapter 10
Ray Tracing
Forward & Backward Ray Tracing
Recursive Ray Tracking Algorithm
Ray Object Intersection (Sphere - Plane - Polygon - Triangle)
Ibn Sahl Law & Refracted Rays
Shadows (Hard - Soft)
Anti Aliasing
Limitations of Ray Tracing
Viewing
Projections
Orthographic Projection
Perspective Projection
Shirley Chapter 7
Clipping
Line Clipping
Cohen-Sutherland Line Clipping
Midpoint Subdivision
Cyrus Beck Line Clipping
Polygon Clipping
Sutherland-Hodgeman Polygon Clipping
Weiler-Atherton Polygon Clipping
Bounding Volumes
Uniform Grids
Octrees
BSP Trees
Texture Coordinates
Displacement Mapping
Texture Mapping in OpenGL
Shirley Chapter 11
Bump Mapping
O-mapping
Shirley Chapter 11
Hearn & Baker Section 10.17 & 10.18
Watt Section 6.1
10
Texture Mapping
Sessions
2
12
Photon Mapping
(tentative)
Photon Mapping
Photon Tracing
Radiosity
Caustics
Photon Scattering: Russian Roulette
13
Animations
Animations
Movie Making, Case study of Stuart Little
Character Animation, Keyframing, Motion Capture
Overview of Inverse Kinematics (tentative)
Research at CV Lab @ LUMS
Shirley Chapter 16
Procedural Animations
Physics-based Animations
Parametric Curves
Basis and Control Points
Splines
Shirley Chapter 15
Splines
Spline Interpolation Example
Bezier Curve
B-Spline
Spline Fitting
Parametric Surfaces
Bezier Patches
Surface Fitting
Subdivision
Subdivision conditions, Subdivision Schemes, Refinement
Matrix
Subdivision vs. Spline
4 Point Scheme, Chaikin's Algorithm, Catmull Clark Scheme,
Doo-Sabin Scheme
Subdivision of Gery's Hand
Paper (Subdivision in
Character Animation)
Fractals
Fractals in Nature
Fractals Classification
Fractals Dimensions
Koch curve and Koch Snowflake
Mandelbrot Set
11
14
15
Fractals &
L-Systems (tentative)
Topics Covered
Particle Systems
Particle Dynamics
Differential Equation Solver
Cloth Simulation
Fluid Simulation
Book Chapters
L-Systems
Shape Grammar
Tree generation
16
Graphics Hardware
(tentative)
Introduction
Duration
(wks)
1
Topics Covered
Rasterization
OpenGL
Skeleton motion
Hierarchical modeling, CTM, composing transformations
OpenGL Game
Terrain Golf
Creating meshes from scratch, implementing simple physics rules and coming up with
models for mesh deformation, glselect
Ray Tracing
Photorealistic Rendering
Ray casting, forward ray tracing, ray-sphere intersection, ray-triangle intersection, Phong
illumination model
Particle Systems
Cloth Simulation
Fluid Simulation (tentative)
Project
Synthetic Lighting
Image structure, channels in an image, image mixing
Textbook(s)/Supplementary Readings
Required:
nd
rd
Reference:
[Baker] Donald Hearn, M Pauline Baker, Computer Graphics with OpenGL, Prentice Hall
[Foley] Computer Graphics: Principle and Practice, J. D. Foley, A. van Dam, S. K. Feiner and J. F. Hughes
[Watt] Advanced Animation and Rendering Techniques: Theory and Practice
[OpenGL] OpenGL Programming Guide, The Red book
[OpenGL Primer] Edward Angel, OpenGL: A Primer, Longman