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CS380: Introduction to Computer Graphics

Spring 2025

 

Instructor

Prof. Min Hyuk Kim, [Room] 2403, 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.

Time and Place

(Lecture) Tuesday and Thursday 13:00—14:30, Rm. 1501, E3-1, KAIST
(Lab) Tuesday and Thursday 19:00 - 22:00, Rm. 317, N-1, KAIST
(TA Office Hour) Wednesday 16:00 - 18:00, Rm. 2418, E3-1, KAIST

Teaching Assistants

Dongyoung Choi (ex. 7864, )
Seungmin Hwang (ex. 7864, )
Halin Kim (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. However, we assume that you already have programming experience in C/C++ and a basic knowledge of linear algebra. An exposure to calculus and image processing is beneficial.

Tentative Schedule

 
  Week Date Lecture Reading Lecture Lab Homework  
  1 2/25 Intro to Graphics Chapter 1      
  2 2/27 Intro to OpenGL Chapter 1        
  3 3/4 Hello World 2D in OpenGL Appendix A        
  4 3/6 Transformation Chapter 2    
  5 3/11 Transformation Chapter 3    
  6 3/13 Respect Chapter 4        
  7 3/18 Frames Chapter 5        
  8 3/20 Hello World 3D Chapter 6        
  9 3/25 No lecture      
  10 3/27 No lecture      
  11 4/1 Quaternions Chapter 7    
  12 4/2 Arcball & Trackbal Chapter 8        
  13 4/8 Bezier Spline Chapter 9        
  14 4/10 Camera Projection Chapter 10        
  15 4/15 13:00~15:45 Midterm exam week -        
  16 4/22 Depth Chapter 11        
  17 4/24 Rasterization Chapter 12      
  18 4/29 Varying variables Chapter 13        
  19 5/1 Material Chapter 14        
  20 5/8 Texture mapping Chapter 15    
  21 5/13 Sampling Chapter 16        
  22 5/15 Reconstruction and resampling Chapter 17, 18      
  23 5/20 Color (1) Chapter 19      
  24 5/22 Color (2) Chapter 19        
  25 5/27 Geometry modeling Chapter 22    
  26 5/29 Ray tracing Chapter 20        
  27 6/3 Light transport Chapter 21        
  28 6/5 Animation Chapter 23        
  29 6/10, 13:00--15:30 Final exam week -        
                 
               

Grading

Class participation: 10%
Midterm/final exam: 60% (30% each)
Programming assignments: 30%

Resources

Textbook website
Textbook (errata of 1st ed.)
LightHouse3D.com
MIT Press
freeGLUT
OpenGL GLEW
OpenGL Shade Language
GLFW (similar to GLUT)
GTK+
Wolfram MathWorld
Understanding quaternions

http://www.3dgraphicsfoundations.com/
http://www.3dgraphicsfoundations.com/errata.html
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/
https://www.3dgep.com/understanding-quaternions/

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