Topics and
overheads |
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Part 1. Overview
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Introduction to the Course and
to Graphics
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readings: 1.1
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Part 2: Hardware, Colour and OpenGL
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readings: 1.2, 1.7, 2.5.1, 2.5.2
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Introduction to graphics
hardware
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Introduction to colour
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Introduction to OpenGL
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Part 3: Introduction to Fractals
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Introduction to Fractals
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readings: 2.2, 2.3, 2.4, 11.7
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Part 4: Geometric Objects and Transformations
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Transformations-1
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Transformations-2
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Composite Transformations and
3D Rotation
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readings: 4.1, 4.2, 4.3, 4.5, B.1, B2, 4.6, 4.7, 4.8
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readings 4.3.1-4.3.7, 4.4
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Part 5: Polygon models
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Polygon Meshes
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readings 2.4.1, 2.4.2
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Part 6: Viewing
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Viewing-1
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Viewing-2
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readings 5.1, 5.2, 5.3, 5.4, 5.5, 5.8, 5.9 and 2.6, 8.3
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Part 7: Lighting
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shading-1
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shading-2
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shading-3
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readings 6.1 - 6.9
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Part 8: Hidden Surface Removal
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hidden-1
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readings 8.8
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Part 9: Curves and Surfaces
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modelling-1
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modelling-2
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readings 10.1, 10.2, 10.3, 10.4,
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10.6, 10.9.2
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10.7, 10.8, 10.9.2, 10.9.3
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10.7.1, 10.11.3, 10.8.1, 10.8.2, 10.9.4, 10.10
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Note that the subdivision method has been emphasized in this course.
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This approach is briefly described in sections 10.9.2, 10.9.3, 10.9.4 and
10.11.3
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Part 10: Ray tracing
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raytracing-1
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raytracing-2
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readings 13.1, 13.2, 13.3
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Part 11: L-Systems
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L-systems-1
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readings 11.6
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Part 12: Physically Based Modeling
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PBM-1
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Part 12: Fractal Terrains
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fractal terrains
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readings 11.7.3 - 11.7.4
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Related
items |
Midterm Suggested Exercises:
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2.9, 2.10, 2.15, 2.19
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4.2,4.5,4.7,4.9,4.15, 4.16, 4.17, 4.20
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5.2, 5.4, 5.6, 5.9, 5.12, 5.15, 5.20
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11.1, 11.2
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At least one of the midterm questions will be based on a modification of
one of the above exercises.
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Final Suggested Exercises:
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6.1, 6.3, 6.4, 6.20, 6.21
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8.1, 8.2, 8.3, 8.5, 8.6, 8.7, 8.10, 8.11, 8.12, 8.13
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10.5, 10.13,10.18, 10.22
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13.1,13.2,13.5, 13.6
Comments about the final: It will be a comrehensive final covering the
full course but the emphasis will be on the topics covered since the midterm.
Important topics are:
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Shading
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diffuse relfection, specular reflection, ambient reflection, Phong model,
Gouraud and Phong shading
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Curves and surfaces
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introduction to explicit, implicit and parametric modelling, deCasteljau
and subdivision algorithms for Bezier curves, Chaikin and Faber algorithms
for spline curves, Cubic B-spline subdivision, tensor product surfaces,
open and closed schemes
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Ray tracing
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shadowing, indirect reflection, recursive ray-tracing, ray-polygon and
ray-sphere intersections
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Hidden surface removal
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Transformations
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affine transformations, homogeneous coordinates, translation, scaleing,
shearing, and rotations, changing coordinates systems and frames
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Viewing
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parallel, orthographic, oblique, and perspective, homogenous coordinates
in perspective space
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Grammar based (L-system) modelling, fractal terrain modelling and fractal
dimension
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