Lecture Schedule
Lectures are Monday/Wednesday/Friday 1-2pm in Dempster 301.
Image Basics, Triangle Rasterization
Jan 4 - Jan 6
Textbook 3rd edition:
- Chapter 1
- Chapter 2 (skim now, use as reference later)
- Section 3.1 (skip 3.1.2 for now)
- Section 3.2 (skip 3.2.2 for now)
- Section 3.3
- Subsection 3.4.1
- Section 8.1.2
Textbook 2nd edition:
- Chapter 1
- Chapter 2 (skim now, use as reference later)
- Section 3.1
- Section 3.3
- Section 3.8
- Section 3.6
Barycentric Coordinates, Hidden Surface Elimination, Z-Buffer
Jan 9 - Jan 11
Textbook 3rd edition:
Textbook 2nd edition:
- Section 2.11
- Section 8.2.1
Coordinate Systems, Affine Transforms
Jan 13 - 20
Textbook both editions:
- Most of Chapter 6 - feel free to skip Shearing, SVD decomposition;
we'll return to transforming normals later on.
The text doesn't mention the LookAt transform, but you can instead refer to
the OpenGL man page for gluLookAt.
Perspective Projection
Jan 20 - 27
Textbook both editions:
- Chapter 7 is the place to look, but the text's conventions are
nonstandard: we will end up going with the OpenGL set up which leads
to slightly different matrices (especially what happens to the z
coordinate).
Clipping, Transforming Normals, Perspective-Correct Interpolation, Culling
Jan 30 - Feb 1
Textbook 2nd edition:
- Sections 12.1 - 12.4
- Section 6.2.2
- 11.4.1 (perspective-correct barycentric coordinates)
Textbook 3rd edition:
- Part of chapter 6 (transforming normals)
- Parts of chapter 8 (clipping, backface elimination)
- Part of chapter 11 dealing with perspective-correct interpolation
The text doesn't really discuss culling beyond backface elimination,
but lectures will go through more.
Hierarchical Modeling
Textbook 2nd edition:
Textbook 3rd edition:
- Chapter 12 - Scene Graphs
Basic Shading, A Hardware Pipeline
Textbook 2nd edition:
- 9.1 Diffuse Shading
- 12.1-4
Textbook 3rd edition:
- 10.1 Diffuse Shading
- Chapter 8 - Clipping etc.
Raytracing, Acceleration Structures
Textbook 2nd edition:
- Chapter 10, particularly 10.3, 10.4, 10.5, 10.8, 10.9
Textbook 3rd edition:
- Chapter 4, particularly 4.1, 4.4, 4.5, 4.6, 4.7
- 13.2
- 12.3
More Shading
Textbook 2nd edition:
- 10.6 (reflection), 9.2 (Phong), just skim 19.1.6 (BRDF)
Textbook 3rd edition:
- 4.8 (reflection), 10.2 (Phong), just skim 20.1 (BRDF)
Example glossy shader code for use with assignment renderer:
shader_glossy.h and shader_glossy.cpp.
Global Illumination
Textbook 2nd edition:
- Parts of 10.11, just skim 14.3, skim 23.2
Textbook 3rd edition:
- Parts of 13.4, just skim 14.3, skim 24.2
Textures and Signal Processing
Textbook 2nd edition:
- Chapter 11, particularly 11.2, 11.3, 11.4, 11.5, 11.6
- Parts of Chapter 4, such as 4.1, 4.4.2, but it's not a good match with lectures
Textbook 3rd edition:
- Chapter 11, particularly 11.2, 11.3, 11.4, 11.5
- Parts of Chapter 9, such as 9.1, bits of 9.4
Colour
Textbook 2nd edition:
- Parts of chapter 20: most of 20.1, 20.2, 20.3, 20.4, 20.6
Textbook 3rd edition:
- Parts of Chapter 21: particularly 21.1, 21.2
Extra Material
We also looked a bit at topics such as Nonphotorealistic Rendering (NPR)
and physics-based animation / deformable objects. This will not be on the
exam.