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Fall 2012. CS 480/680. Computer Graphics Course Overview. Dr. Frederick C Harris, Jr. Objectives. Broad introduction to Computer Graphics Software Hardware Applications Top-down approach Shader -Based OpenGL OpenGL 3.1 Open GL ES 2.0 webGL. Prerequisites.
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Fall 2012 CS 480/680 Computer Graphics Course Overview Dr. Frederick C Harris, Jr.
Objectives • Broad introduction to Computer Graphics • Software • Hardware • Applications • Top-down approach • Shader-Based OpenGL • OpenGL 3.1 • Open GL ES 2.0 • webGL
Prerequisites • Good programming skills in C (or C++) • Basic Data Structures • Linked lists • Arrays • Geometry • Simple Linear Algebra
Resources • Can run OpenGL on any system • Windows: check graphics card properties for level of OpenGL supported • Linux • Mac: need extensions for 3.1 equivalence • Get GLUT from web if needed • Provided on Macs • freeglut available on web • Get GLEW from web • WebGL: most newer browsers
References • www.opengl.org • Standards documents • Sample code • The OpenGL Programmer’s Guide (the Redbook) 7th Edition • The definitive reference • Mixes 3.0 and 3.1 • OpenGL Shading Language, 3rd Edition • OpenGL ES 2.0 Programming Guide
Outline • Part 1: Introduction • Text: Chapter 1 • Lectures: 2 • What is Computer Graphics? • Applications Areas • History • Image formation • Basic Architecture
Outline (cont) • Part 2: Basic OpenGL • Text: Chapter 2 • Lectures: 4 • Architecture • GLUT • Simple programs in two and three dimensions • Basic shaders and GLSL • Interaction
Outline (cont) • Part 3: Three-Dimensional Graphics • Text: Chapters 3-5 • Lectures: 10 • Geometry • Transformations • Homogeneous Coordinates • Viewing • Lighting and Shading
Outline (cont) • Part 4: Implementation • Text: Chapter 6 • Lectures: 2 • Approaches (object vs image space) • Implementing the pipeline • Clipping • Line drawing • Polygon Fill • Display issues (color)
Outline (cont) • Part 5: Discrete Methods • Text: Chapter 7 • Lectures: 2 • Buffers • Pixel Maps • Texture Mapping • Compositing and Transparency
Outline (cont) • Part 6: Hierarchy and Procedural Methods • Text: Chapters 8-9 • Lectures: 3-4 • Tree Structured Models • Traversal Methods • Scene Graphs • Particle Systems
Outline (cont) • Part 7: Curves and Surfaces • Text: Chapter 10 • Lectures: 3-4
Outline (cont) • Part 9: Advanced Rendering • Text: Chapter 11 • Lectures: 2
Other Things • 2-3 Exams • Quizzes • Project Demo Days • …