Topics and
overheads 

Part 1. Overview

Introduction to the Course and
to Graphics

readings: 1.1

Part 2: Hardware, Colour and OpenGL

readings: 1.2, 1.7, 2.5.1, 2.5.2

Introduction to graphics
hardware

Introduction to colour

Introduction to OpenGL

Part 3: Introduction to Fractals

Introduction to Fractals

readings: 2.2, 2.3, 2.4, 11.7

Part 4: Geometric Objects and Transformations

Transformations1

Transformations2

Composite Transformations and
3D Rotation

readings: 4.1, 4.2, 4.3, 4.5, B.1, B2, 4.6, 4.7, 4.8

readings 4.3.14.3.7, 4.4

Part 5: Polygon models

Polygon Meshes

readings 2.4.1, 2.4.2

Part 6: Viewing

Viewing1

Viewing2

readings 5.1, 5.2, 5.3, 5.4, 5.5, 5.8, 5.9 and 2.6, 8.3

Part 7: Lighting

shading1

shading2

shading3

readings 6.1  6.9

Part 8: Hidden Surface Removal

hidden1

readings 8.8

Part 9: Curves and Surfaces

modelling1

modelling2

readings 10.1, 10.2, 10.3, 10.4,

10.6, 10.9.2

10.7, 10.8, 10.9.2, 10.9.3

10.7.1, 10.11.3, 10.8.1, 10.8.2, 10.9.4, 10.10

Note that the subdivision method has been emphasized in this course.

This approach is briefly described in sections 10.9.2, 10.9.3, 10.9.4 and
10.11.3

Part 10: Ray tracing

raytracing1

raytracing2

readings 13.1, 13.2, 13.3

Part 11: LSystems

Lsystems1

readings 11.6

Part 12: Physically Based Modeling

PBM1


Part 12: Fractal Terrains

fractal terrains

readings 11.7.3  11.7.4

Related
items 
Midterm Suggested Exercises:

2.9, 2.10, 2.15, 2.19

4.2,4.5,4.7,4.9,4.15, 4.16, 4.17, 4.20

5.2, 5.4, 5.6, 5.9, 5.12, 5.15, 5.20

11.1, 11.2

At least one of the midterm questions will be based on a modification of
one of the above exercises.

Final Suggested Exercises:

6.1, 6.3, 6.4, 6.20, 6.21

8.1, 8.2, 8.3, 8.5, 8.6, 8.7, 8.10, 8.11, 8.12, 8.13

10.5, 10.13,10.18, 10.22

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:

Shading

diffuse relfection, specular reflection, ambient reflection, Phong model,
Gouraud and Phong shading

Curves and surfaces

introduction to explicit, implicit and parametric modelling, deCasteljau
and subdivision algorithms for Bezier curves, Chaikin and Faber algorithms
for spline curves, Cubic Bspline subdivision, tensor product surfaces,
open and closed schemes

Ray tracing

shadowing, indirect reflection, recursive raytracing, raypolygon and
raysphere intersections

Hidden surface removal

Transformations

affine transformations, homogeneous coordinates, translation, scaleing,
shearing, and rotations, changing coordinates systems and frames

Viewing

parallel, orthographic, oblique, and perspective, homogenous coordinates
in perspective space

Grammar based (Lsystem) modelling, fractal terrain modelling and fractal
dimension
