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CS671/771: Shape for Game Design (aka, Computer Graphics and Modeling) Spring 2005Johnstone Course outlineSubject The inspiration for this course is shape. Shape must be defined in order to populate scenes for rendering(think Utah teapot), animation (think Pixar), virtual and augmented reality (think flight simulator), and robotmotion planning (think R2D2). Shape must be defined for scientific visualization (think modeling of anatomy forsurgical planning). Shape must be defined for CAD/CAM (think modeling of a Porsche or 777). Shape must bedefined for architectural models (think Frank Gehry and Bilbao). And, last but not least, shape must be defined forgame design (think Quake and Gran Turismo), which is another recent inspiration for this course.We shall cover many classes of shape: polygonal meshes, Bezier curves and surfaces, NURBS, subdivision sur-faces, quaternion splines, and swept surfaces including quadric and ruled surfaces. Since the path followed bya moving object is a dynamic shape, we shall also study aspects of flythroughs, camera control, and collisiondetection. OpenGL and GLUT over C or C++ will be used for implementation.Professor Dr. John K. JohnstoneTime MWF 1:25-2:15pm, EB135 (we will attempt to move into CH132)Office Hours M-F 12-1, CH125Prerequisites Fluency in C or C++; mathematical maturity including linear algebraEquipment Linux workstation with C++/OpenGL/GLUTGrading2 Midterms (2/11/05, 3/18/05) 20%Final for 671 (Wednesday, May 4, 2005, 10:45-1:15) 30%Final for 771 20%Homework 40%Participation (671 only) 10%Research paper (771 only) 20%1Textbooks• Gerald Farin, Curves and Surfaces for Computer Aided Geometric Design, 5th edition, Academic Press,2002.• D. Shreiner, M. Woo, J. Neider, and T. Davis, OpenGL Programming Guide, 4th edition, Addison Wesley,2004.Additional Modeling References• R. Bartels, J. Beatty, and B. Barsky, An Introduction to Splines for Use in Computer Graphics and GeometricModeling, Morgan Kaufmann, 1987.• E. Stollnitz, T. DeRose, and D. Salesin, Wavelets for Computer Graphics: Theory and Applications, MorganKaufmann, 1996.Conference and Journal References• SIGGRAPH conference proceedings (see www.mhsl.uab.edu, Databases, ACM Digital Library, SIGGRAPH).• Computer Aided Geometric Design, Computer Aided Design, ACM Transactions on Graphics, IEEE Com-puter Graphics and Applications: journals with electronic versions at www.mhsl.uab.edu (search the localcatalog for these journal titles)General Graphics References• J. Foley, A. van Dam, S. Feiner and B. Hughes, Computer Graphics: Principles and Practice (in C), 2nd edi-tion, Addison Wesley, 1996. (Especially the chapters on geometric transformations, viewing, illuminationand shading, animation.)• T. Akenine-M¨oller and Eric Haines, Real-Time Rendering, 2nd edition. A.K. Peters, 2002.Additional Language and Modeling Tool References• R. Fernando and M. Kilgard, The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics,Addison-Wesley, 2003. (You are welcome to attend my weekly seminar on GPU programming too.)• www.developer.nvidia.com (particularly see the CG Toolkit and OpenGL demos)• Getting Started with Maya 6, Alias Wavefront, 2004. (Also the online help and the Personal LearningEdition of Maya.)2Curriculum1. OpenGL and GLUT2. Polygon meshes3. Bezier curves4. Bezier surfaces5. Quaternion splines6. Flythroughs, camera control, and collision detection7. Subdivision surfaces8. Swept surfacesCoverage1. OpenGL Programming Guide: Chapters 1-5, 12, Appendices D-F.(Chapters 6 and 8-10 will be discussed in the GPU seminar.)2. Farin: parts of Chapters 1-10, 12-16, 19, and 21.Day 1 homework:Read Chapters 1 and 2 of OpenGL Programming Guide; start HW1 on OpenGL; read Chapters 1-3 of


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UAB CS 671 - Course Outline

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