Introduction to ComputerGraphicsEd AngelProfessor of Computer Science,Electrical and ComputerEngineering, and Media ArtsDirector, Arts Technology CenterDirector, ARTS LabUniversity of New Mexico2Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Contact [email protected]/~angel/CS433CS Office FEC 301F277-6560Office Hours: TTh PMArts Technology CenterCERIA 346277-21863Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Objectives• Broad introduction to Computer Graphics- Software- Hardware- Applications• Top-down approach• OpenGL4Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Text Book• Ed Angel, Interactive Computer Graphics, ATop-down Approach with OpenGL (FourthEdition)• The lectures cover the material in Chapters 1-8• Survey additional topics as time permits5Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Prerequisites• Good programming skills in C (or C++)• Basic Data Structures- Linked lists- Arrays• Geometry• Simple Linear Algebra6Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Requirements• 3 Assigned Projects- Simple- Interactive- 3D• Term Project- You pick7Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Resources• Can run OpenGL on any system- Windows- Linux- Mac• CS lab- Linux/mesa- Some Nvidia cards8Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006References• Other helpful references- OpenGL: A Primer (Second Edition), Ed Angel,Addison-Wesley, 2004• Designed for students who need more programminginformation- The OpenGL Programmer’s Guide (theRedbook) and the OpenGL Reference Manual(The Blue book), Addison-Wesley,– The definitive references– New edition of red book just released9Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Web Resources• www.opengl.org• www.cs.unm.edu/~angel10Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 1• Part 1: Introduction• Text: Chapter 1• Lectures 1-3- What is Computer Graphics?- Applications Areas- History- Image formation- Basic Architecture11Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 2• Part 2: Basic OpenGL• Text: Chapters 2-3• Lectures 4-9- Architecture- GLUT- Simple programs in two and three dimensions- Interaction12Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 3• Part 3: Three-Dimensional Graphics• Text: Chapters 4-6• Lectures 10-20- Geometry- Transformations- Homogeneous Coordinates- Viewing- Shading13Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 4• Part 5: Implementation• Text: Chapter 7• Lectures: 21-23- Approaches (object vs image space)- Implementing the pipeline- Clipping- Line drawing- Polygon Fill- Display issues (color)14Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 5• Part 4: Discrete Methods• Text: Chapter 8• Lectures 24-27- Buffers- Bitmaps and Pixel Maps- Texture Mapping- Compositing and Transparency15Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 6• Part 6: Programmable Pipelines• Text: Chapter 9• Lectures 28-30- Shading Languages- GLSL- Vertex Shaders- Fragment Shaders16Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 7• Part 7: Hierarchy• Text: Chapter 10• Lectures: 31-33• Tree Structured Models- Traversal Methods- Scene Graphs17Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Outline: Part 8• Part 8: Curves and Surfaces• Text: Chapter 11• Lectures: 34-3818Angel: Interactive Computer Graphics 4E © Addison-Wesley 2006Extra Lectures• Marching Squares• Virtual Trackball• Display Issues• Fractals• Sampling and Aliasing• Bump Mapping• Environment Mapping• Reflection and
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