CS 535 Interactive Computer Graphics

-general information-

 




Administrative affairs

·                 Instructor: Voicu Popescu, popescu@purdue.edu

·                 Teaching assistant: Paul Rosen, rosen@purdue.edu

·                 Office hours:

1.     Voicu: Thursday 1:45-2:45 and by appointment, room LWSN 3179

2.     Paul: Tuesday 1:30-2:30 and by appointment; room LWSN 3151


Emergency preparedness

·       In the event of a major campus emergency, course requirements, deadlines and grading percentages are subject to changes that may be necessitated by a revised semester calendar or other circumstances.  All changes to this course will be posted on this website. During an emergency this website will continue to serve as a means for communication between instructors and students and for disseminating course materials and assignments.


Lectures

·                 Basics (points, lines, transformations, coordinate systems, rotation about arbitrary axis)

·                 The Planar Pinhole Camera model

·                 Triangle rasterization

·                 Rasterization parameter interpolation

·                 Basic shading and lighting

·                 Texture mapping

·                 Projective texture mapping

·                 Panoramas, environment mapping, reflections & refractions

·                 Basics of rendering with hardware support

·                 Reflected scene impostors

·                 Image-based rendering

·                 Midterm sample questions

·                 Additional material

1.     Code: download from here

2.     FLTK: Headers, library files, dlls and fluid.exe

3.     Libtiff: Headers, library files, and dlls

 


Assignments

·                 Download from here

 


Prerequisites


Syllabus

We will spend the semester studying and implementing interactive 3D graphics techniques. The syllabus has three parts.

·                 Basics

o   Vectors, matrices, transformations

o   Basic analytical geometry (e.g. points, lines, segments, planes, triangles, intersections)

o   Camera models, projection, navigation

·                 Classic feed-forward rendering

o   Rasterization

o   Screen space and model space interpolation

o   Basic shading

o   Texture mapping, projective texture mapping

o   Shadow mapping

o   Environment mapping

o   Antialising

o   GPU programming

·                 Advanced rendering techniques

o   Ray tracing

o   Geometric modeling

o   Image-based rendering

o   Automated scene modeling (e.g. stereo, structured light, laser range finding)

o   Computational photography

o   Camera model design

 

The syllabus will be adapted according to time constraints and student interests.

 


Required (but Fun) Work


Cheating policy


Course material



Voicu Popescu, fall 2009