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Logistics |
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Grading Policy |
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Syllabus |
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Announcements |
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Course Folder |
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Labs: |
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PAs: |
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1. Rasterization
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2. Scene, Camera, Lights!
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3. Buffers, Textures, Shaders
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4. Animation
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Image Gallery:
PA1:
F15,
F14,
W13,
W12,
W10
PA2:
F15,
S10,
W10
PA3:
F15,
F14,
W13
PA4:
S10,
W10
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HWs: |
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Don't see the menu?
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Welcome to Fall 2015 EECS 487!
Course Info:
| Lecture: MWF 9:30-10:30 in 2150 DOW
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| Lab: F 1:30-2:30 in 1005 EECS (note room change)
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| Students are expected to attend all scheduled classes.
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| Faculty: Sugih Jamin |
| Office: 4737 BBB |
| Office Hours: MWF 10:30 - 11:00, Th 11:30 - 12:00, and by appt. |
| email: |
| Tel: +1 734 763 1583
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| GSI: Lisa Dion |
| Office Hours: Tu 4-5 and by appt.
| | Extra lab grading time: Th 6-7.
| | Office: office hours and extra lab grading will be held in BBB Learning Center. |
| uniqname: lisadion
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| Grader: Haohuan Wang
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| uniqname: haohuanw
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Required Readings:
- All the contents of the course website. We will post important
course-related information on the Announcements page.
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Recommended Readings:
- [TP3] Theoharis et al., Graphics and Visualization: Principles & Algorithms,
AK Peters, 2007, ISBN 978-1-568-81274-8
(Errata).
- OpenGL APIs Table.
- [Redbook] Shreiner et al., OpenGL Programming Guide,
7th. ed. or later, Addison Wesley, 2009, ISBN 978-0-321-55262-4.
- Gortler, S.J., Foundations of 3D Computer Graphics,
The MIT Press, 2012, ISBN 978-0-262-01735-0.
- Buss, S.R., 3-D Computer Graphics,
Cambridge University Press, 2003, ISBN 978-0-521-82103-2.
- [RTR] Akenine-Moeller, Haines, and Hoffman, Real-Time Rendering,
3rd. ed., AK Peters, 2008, ISBN 987-1-56881-424-7. The book's
website has an
extensive list of resources, including the errata page.
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About the course:
The course will address the following topics:
- Mathematics for computer graphics:
points, vectors, matrices, linear algebra, triangles, barycentric
coordinates, interpolation, 2D and 3D rigid transformations, including
Rodrigues formula and quaternion, and 3D viewing and perspective.
- Rendering:
pipelined rasterization techniques, antialiasing, illumination
and reflection models for surfaces, shadowing, texture mapping.
- GPU programming: modern programming techniques using buffer
objects, shaders, and textures.
- Geometric modeling:
meshes, modeling hierarchies, splines, implicit curves and surfaces,
subdivision surfaces.
- Animation:
principles of animation, keyframe animation.
There will be programming assignments, lab assignments, pop-quizzes,
homework assignments, and exams. The written homework assignment will
generally be based on conceptual and theoretical material. We assume
significant programming experience and knowledge of programming language
concepts.
The programming and lab assignments cover the following topics:
- Raster graphics.
Scan converting lines and triangles. Basic shading and color interpolation,
simple anti-aliasing.
- Camera and Shading.
Implement lighting and shading calculations and setup perspective
scene viewer with arcball camera motion.
- Texturing.
Implement texturing with multiple texture objects, perusing multiple
vertex-array objects and memory-mapped pixel-buffer object.
- Shadows.
Projected shadows and soft-shadows perusing render-to-texture and
framebuffer object.
- Animation.
Create and render an animated scene with nested transforms.
Control animation using splines. Use textured meshes.
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