1 00-introduction to computer graphics

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1 00-introduction to computer graphics

  1. 1. CS4610/7610: Introduction to Computer Graphics <ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  2. 2. Overview <ul><li>Ed Angel, Interactive Computer Graphics, A Top-down Approach with OpenGL (Fifth Edition), Addison-Wesley </li></ul><ul><li>These lectures cover Chapters 1-6 in detail and part of Chapter 8 </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  3. 3. Contact Information <ul><li>Ye Duan </li></ul><ul><li>Office EBW 209 </li></ul><ul><li>(573) 882-3951 </li></ul><ul><li>[email_address] </li></ul><ul><li>www.cs.missouri.edu/~duanye </li></ul><ul><li>www.cs.missouri.edu/~duanye/cs4610.html </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  4. 4. Objectives <ul><li>Broad introduction to Computer Graphics </li></ul><ul><ul><li>Software </li></ul></ul><ul><ul><li>Hardware </li></ul></ul><ul><ul><li>Applications </li></ul></ul><ul><li>Top-down approach </li></ul><ul><li>OpenGL </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  5. 5. Prerequisites <ul><li>Good programming skills in C (or C++) </li></ul><ul><li>Basic Data Structures </li></ul><ul><ul><li>Linked lists </li></ul></ul><ul><ul><li>Arrays </li></ul></ul><ul><li>Geometry </li></ul><ul><li>Simple Linear Algebra </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  6. 6. Requirements <ul><li>3 Assigned Projects </li></ul><ul><ul><li>Simple </li></ul></ul><ul><ul><li>Interactive </li></ul></ul><ul><ul><li>3D </li></ul></ul><ul><li>Course Project </li></ul><ul><ul><li>You pick </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  7. 7. Resources <ul><li>Can run OpenGL on any system </li></ul><ul><ul><li>Windows </li></ul></ul><ul><ul><li>Linux </li></ul></ul><ul><ul><li>Mac </li></ul></ul><ul><li>Get GLUT from web if needed </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  8. 8. References <ul><li>Other helpful references </li></ul><ul><ul><li>OpenGL: A Primer, Ed Angel, Addison-Wesley, (Third Edition), 2008 </li></ul></ul><ul><ul><ul><li>Designed for students who need more programming information </li></ul></ul></ul><ul><ul><li>The OpenGL Programmer’s Guide (the Redbook) and the OpenGL Reference Manual (The Blue book), Addison-Wesley, </li></ul></ul><ul><ul><ul><ul><li>The definitive references </li></ul></ul></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  9. 9. Web Resources <ul><li>www.opengl.org </li></ul><ul><li>www.fltk.org </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  10. 10. Outline: Part 1 <ul><li>Part 1: Introduction </li></ul><ul><li>Text: Chapter 1 </li></ul><ul><li>Lectures 1-3 </li></ul><ul><ul><li>What is Computer Graphics? </li></ul></ul><ul><ul><li>Applications Areas </li></ul></ul><ul><ul><li>History </li></ul></ul><ul><ul><li>Image formation </li></ul></ul><ul><ul><li>Basic Architecture </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  11. 11. Outline: Part 2 <ul><li>Part 2: Basic OpenGL </li></ul><ul><li>Text: Chapters 2-3 </li></ul><ul><li>Lectures 4-9 </li></ul><ul><ul><li>Architecture </li></ul></ul><ul><ul><li>GLUT </li></ul></ul><ul><ul><li>Simple programs in two and three dimensions </li></ul></ul><ul><ul><li>Interaction </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  12. 12. Outline: Part 3 <ul><li>Part 3: Three-Dimensional Graphics </li></ul><ul><li>Text: Chapters 4-6 </li></ul><ul><li>Lectures 10-20 </li></ul><ul><ul><li>Geometry </li></ul></ul><ul><ul><li>Transformations </li></ul></ul><ul><ul><li>Homogeneous Coordinates </li></ul></ul><ul><ul><li>Viewing </li></ul></ul><ul><ul><li>Shading </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  13. 13. Outline: Part 4 <ul><li>Part 4: Implementation </li></ul><ul><li>Text: Chapter 7 </li></ul><ul><li>Lectures: 21-23 </li></ul><ul><ul><li>Approaches (object vs image space) </li></ul></ul><ul><ul><li>Implementing the pipeline </li></ul></ul><ul><ul><li>Clipping </li></ul></ul><ul><ul><li>Line drawing </li></ul></ul><ul><ul><li>Polygon Fill </li></ul></ul><ul><ul><li>Display issues (color) </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  14. 14. Outline: Part 5 <ul><li>Part 5: Discrete Methods </li></ul><ul><li>Text: Chapter 8 </li></ul><ul><li>Lectures 24-27 </li></ul><ul><ul><li>Buffers </li></ul></ul><ul><ul><li>Bitmaps and Pixel Maps </li></ul></ul><ul><ul><li>Texture Mapping </li></ul></ul><ul><ul><li>Compositing and Transparency </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  15. 15. Outline: Part 6 <ul><li>Part 6: Programmable Pipelines </li></ul><ul><li>Text: Chapter 9 </li></ul><ul><li>Lectures 28-30 </li></ul><ul><ul><li>Shading Languages </li></ul></ul><ul><ul><li>GLSL </li></ul></ul><ul><ul><li>Vertex Shaders </li></ul></ul><ul><ul><li>Fragment Shaders </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  16. 16. Outline: Part 7 <ul><li>Part 7: Hierarchy and Procedural Methods </li></ul><ul><li>Text: Chapters 10-11 </li></ul><ul><li>Lectures: 31-34 </li></ul><ul><li>Tree Structured Models </li></ul><ul><ul><li>Traversal Methods </li></ul></ul><ul><ul><li>Scene Graphs </li></ul></ul><ul><ul><li>Particle Systems </li></ul></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  17. 17. Outline: Part 8 <ul><li>Part 8: Curves and Surfaces </li></ul><ul><li>Text: Chapter 12 </li></ul><ul><li>Lectures: 35-39 </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  18. 18. Outline: Part 9 <ul><li>Part 9: Advanced Rendering </li></ul><ul><li>Text: Chapter 13 </li></ul><ul><li>Lectures: 40-42 </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
  19. 19. Extra Lectures <ul><li>Marching Squares </li></ul><ul><li>Virtual Trackball </li></ul><ul><li>Display Issues </li></ul><ul><li>Fractals </li></ul><ul><li>Sampling and Aliasing </li></ul><ul><li>Bump Mapping </li></ul><ul><li>Environment Mapping </li></ul><ul><li>Reflection and Transmission </li></ul><ul><ul><li></li></ul></ul>Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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