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CS380: Intoduction to Computer Graphics

Spring 2015

 

Instructor

Prof. Min Hyuk Kim, [Room] 3429, E3-1, [email]

Course Description

 

This course provides an introduction to 3D computer graphics. The goal of this course is to learn how to form images by computer. We will study the basic methods used to define shapes, materials and lighting when creating computer-generated images for use in film, games and other applications. Covered topics include affine and projective transformations, clipping and windowing, visual perception, scene modeling and animation, algorithms for visible surface determination, reflection models, illumination algorithms, and color theory in depth.

Syllabus

Click [here] to download.

Time and Place

(Lecture) Wednesday and Friday 10:30AM—11:45AM, Rm. 114, N-1, KAIST
(Lab) Wednesday 19:00–22:00, Rm. 201, N-1, KAIST
(TA Office Hour) Monday 18:30–20:00, Rm. 2421, E3-1, KAIST

Teaching Assistants

Seung-Hwan Baek (ex. 7864, )
Yeong Beum Lee (ex. 7864, )
Joo Ho Lee (ex. 7864, )

Textbook & Materials

Steven J. Gortler (2012) Foundations of 3D Computer Graphics, MIT Press (available from the KAIST library)

Prerequisites

There are no official course prerequisites. Specifically, we assume some programming experience in C (or C++) and a basic knowledge of linear algebra. An exposure to calculus and image processing is useful, but it is not required.

Tentative Schedule

 
  Week Date Lecture Reading Lecture Lab Homework & Quiz
  1 3/4, 3/6 Intro to GLSL, Hello World 2D Appendix A, Chapter 1 slide1, slide2, slide2-2 labslide1, code1 spec1, code1
  2 3/11, 3/13 Linear and Affine Transformation Chapter 2, 3 slide3, slide4 labslide2 quiz1, spec2, code2, bin2
  3 3/18, 3/20 Respect and Frames in Graphics Chapter 4, 5 slide5, slide6 labslide3 quiz2
  4 3/25, 3/27 Hello World 3D, Quaternion rotation Chapter 5, 6 slide7, slide8 labslide4 spec3, code3, bin3
  5 4/1, 4/3 Arcball & Trackball, Bezier Spline Chapter 7, 8, 9 slide9, slide10 labslide5 quiz3, spec4, code4, bin4
  6 4/8, 4/10 Camera Projection, Depth Chapter 10, 11 slide11, slide12 labslide6  
  7 4/15, 4/17 Rasterization, Varying variables Chapter 12,13 slide13, slide14 labslide7 spec5, code5, bin5
  8 4/22 Midterm exam week
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  9 4/29, 5/1 Material, texture mapping Chapter 14, 15 slide15, slide16 labslide8 spec6, code6, avi6
  10 5/6, 5/8 Sampling Chapter 16 slide17 labslide9 quiz4
  11 5/13, 5/15 Reconstruction, resampling, modeling Chapter 17, 18, 22 slide18, slide19 labslide10 spec7, bin7
  12 5/20, 5/22 Color Chapter 19 slide20, slide21   spec8, code8, bin8
  13 5/27, (no lecture) Color, light transport Chapter 19, 20 slide22 labslide12  
  14 6/3, (no lecture) radiometry, ray tracking Chapter 20, 21 slide23, slide24   quiz5
  15 6/10, 6/12 Animation Chapter 21, 23 slide25, slide26 labslide13 spec9, code9, bin9
  16 6/17 Final exam week
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Grading

Class participation: 10%
Midterm/final exam: 50% (25% each)
Programming assignments: 30%
Class quizzes: 10%

Resources

Textbook website
LightHouse3D.com
MIT Press
freeGLUT
OpenGL GLEW
OpenGL Shade Language
GLFW (similar to GLUT)
GTK+
Wolfram MathWorld

http://www.3dgraphicsfoundations.com/
http://www.lighthouse3d.com/
http://mitpress.mit.edu/books/foundations-3d-computer-graphics-0
http://www.transmissionzero.co.uk/software/freeglut-devel/
http://glew.sourceforge.net/

http://www.opengl.org/documentation/glsl/
http://www.glfw.org/
http://www.gtk.org/
http://mathworld.wolfram.com/

Hosted by Visual Computing Laboratory, School of Computing, KAIST.

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