University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Introduction Week 1, Wed Jan 5.

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University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Introduction Week 1, Wed Jan 5

2 Course Structure 40% programming projects 10% project 1 (building beasties) 10% project 2 (flying frenzy) 20% project 3 (graphics game) 25% final 20% midterms 10% midterm 1 (week 6, Fri Feb 11) 10% midterm 1 (week 11, Mon Mar 21) 15% written assignments 5% each HW 1/2/3

3 Programming Projects structure C++, Windows or Linux OpenGL graphics library GLUT for platform-independent windows/UI face to face grading in lab project 1: building beasties previous years: elephants, birds, poodles Hall of Fame project 3: create your own game Hall of Fame

4 Late Work 3 grace days for unforseen circumstances strong recommendation: don’t use early in term otherwise: 25% per 24 hours no work accepted after solutions handed out severe illness or crises, as per UBC rules let me know ASAP (in person or ) must also turn in form with documentation

5 Course Information course web page is main resource updated often, reload frequently newsgroup is ubc.courses.cpsc.414 note old course number still used readable on or off campus (no WebCT)

6 Labs normal labs Mon 12:00-13:00, Tue 13:00-14:00, Tue 14:00-15:00, Wed 12:00-13:00, Thu 10:00-11:00, Fri 12:00-13:00 special lab coverage hours before project deadlines, will be posted

7 Teaching Staff instructor: Dr. Munzner office hrs in CICSR 011 Wed 3:45-4:45 and extra lab hours as posted TAs: Dan Julius, Dana Sharon, Chen Yang contact use newsgroup not for all questions that other students might care about

8 Required Reading Fundamentals of Computer Graphics Peter Shirley, AK Peters OpenGL Programming Guide, v 1.4 OpenGL Architecture Review Board v 1.1 available for free online readings posted on schedule page

9 Plagiarism and Cheating don’t cheat, I will prosecute insult to your fellow students and to me programming and assignment writeups must be individual work exception: project 3 can be team of two can discuss ideas, browse Web but cannot just copy code or answers cite all sources of information web sites, study group members, books

10 Schedule (subject to change) wk 1: Intro, Math Review wk 2: OpenGL, Transformations wk 3: Transformations, Viewing, Projections wk 4: Lighting/Shading wk 5: Shading, Rasterization wk 6: Rasterization, Midterm Review, Midterm 1 wk 7: Hidden Surfaces, Clipping wk 8: Textures wk 9: Advanced Rendering, Picking wk 10: Modelling, Midterm Review wk 11: Midterm 2, TBD wk 12: Visualization wk 13: Animation, Final Review, CG in Movies

11 What is Computer Graphics? create or manipulate images with computer this course: algorithms for image generation

12 What is CG used for? graphical user interfaces modeling systems applications simulation & visualization

13 What is CG used for? movies animation special effects

14 What is CG used for? computer games

15 What is CG used for? images design advertising art

16 What is CG used for? virtual reality / immersive displays

17 Real or CG? 1

18 Real or CG? 2

19 Real or CG? 3

20 Real or CG? 4

21 This Course we cover basic algorithms for rendering – displaying models (modeling – generating models) (animation – generating motion) programming in OpenGL, C++ we do not cover art/design issues commercial software packages

22 Other Graphics Courses CPSC 424: Geometric Modeling CPSC 426: Computer Animation CPSC 514: Image-based Modeling and Rendering CPSC 526: Computer Animation CPSC 533A: Digital Geometry CPSC 533B: Animation Physics CPSC 533C: Information Visualization

23 Rendering creating images from models geometric objects lines, polygons, curves, curved surfaces camera pinhole camera, lens systems, orthogonal shading light interacting with material Pixar Shutterbug series Williams and Siegel using Renderman, materials/HyperGraph/shutbug.htm

24 Modelling Transformation: Object Placement

25 Viewing Transformation: Camera Placement

26 Perspective Projection

27 Depth Cueing

28 Depth Clipping

29 Colored Wireframes

30 Hidden Line Removal

31 Hidden Surface Removal

32 Per-Polygon Shading

33 Gouraud Shading

34 Specular Reflection

35 Phong Shading

36 Curved Surfaces

37 Complex Lighting and Shading

38 Texture Mapping

39 Displacement Mapping

40 Reflection Mapping

41 Modelling generating models lines, curves, polygons, smooth surfaces digital geometry

42 Animation generating motion interpolating between frames, states physical simulation (cloth) motion capture (figure)