Grading Policy
  Course Folder
  0. Warmup
  1. Line
  2. Triangle
  3. Modeling
  4. Viewing
  5. Lighting
  6. Texturing+PBO
  7. Ray Tracing
  8. Shadows+FBO
  9. Subdivision
  1. Rasterization
  2. Scene, Camera, Lights!
  3. Buffers, Textures, Shaders
  4. Animation
  Image Gallery:

PA1: F15, F14, W13,          W12, W10

PA2: F15, S10, W10

PA3: F15, F14, W13

PA4: S10, W10


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Welcome to Fall 2015 EECS 487!

Course Info:
Lecture: MWF 9:30-10:30 in 2150 DOW
Lab: F 1:30-2:30 in 1005 EECS (note room change)
Students are expected to attend all scheduled classes.

Pre-requisites: EECS 281 and a laptop that supports OpenGL 2.1 and GLSL 1.2, or newer (install and run GLView to verify)
Course page: http://web.eecs.umich.edu/~sugih/courses/eecs487/
Course folder: /afs/umich.edu/class/eecs487/f15/

Faculty: Sugih Jamin
Office: 4737 BBB
Office Hours: MWF 10:30 - 11:00, Th 11:30 - 12:00, and by appt.
Tel: +1 734 763 1583

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

Grader: Haohuan Wang
uniqname: haohuanw

Required Readings:
  • All the contents of the course website. We will post important course-related information on the Announcements page.
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.

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.