cs 480/680

14
CS 480/680 Computer Graphics Course Overview Dr. Frederick C Harris, Jr. Fall 2012

Upload: lara-hull

Post on 02-Jan-2016

42 views

Category:

Documents


0 download

DESCRIPTION

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. - PowerPoint PPT Presentation

TRANSCRIPT

CS 480/680Computer Graphics

Course Overview

Dr. Frederick C Harris, Jr.

Fall 2012

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• …