This schedule will change as the term progresses.
See openGL.zip for code samples.
Vector Algebra Jan 8 Introduction, graphics history, some research Jan 10 Vector review and sample problems Jan 12 Geometric transformations Jan 15 Geometric transformations, continued OpenGL Jan 17 A1 out Introduction to OpenGL Jan 19 Continue with Jan 17 notes and code Jan 22 OpenGL Shaders Jan 24 Clipping in the NDCS and CCS Modelling Jan 26 Modelling objects, Triangle meshes Jan 29 Hierarchical models, Research talk on triangle strips (Powerpoint) Jan 31 finish hierarchical modelling (see 02-hierarchical code), Phong shading Feb 2 A1 in object drawing revisited, lots of shader examples (see 03-shaders code), notes on shaders Feb 5 more shaders (see 03-shaders code) Feb 7 Test 1 Texture Mapping Feb 9 Intro to texture mapping (see 04-textures code) Feb 12 A2 out Texture lookup: nearest, bilinear, mipmap, Anisotropic texturing Feb 14 ellipsoid sampling (Feline paper); Deferred shading (see 06-deferred code) Feb 16 Procedural textures. (see openGL/05-proceduralTextures code) Feb 19 reading week Feb 21 Feb 23 Feb 26 Environment mapping and bump mapping Ray Tracing Feb 28 Ray tracing, Ray/triangle intersection with barycentric coordinates Mar 2 hard shadows and glossy reflection Mar 5 Soft shadows and antialiasing Mar 7 Test 2 Mar 9 A2 in Ray sampling Mar 12 bias in ray tracing, physically-based illumination quantities Mar 14 continue with physically-based illumination quantities Mar 16 rendering equation, photon mapping Mar 19 A3 out continue with photon mapping Mar 21 continue with photon mapping, generating non-uniform random numbers Volume Rendering Mar 22 Intro to volume rendering Mar 26 Discrete volume rendering integral Mar 28 Computing Ci and αi Mar 30 Good Friday (no classes) Apr 2 Texture mapped volren, transfer functions, volren with GPU ray tracing Apr 4 Test 3 Apr 6 A3 in GPU ray tracing, 1D & 2D transfer functions
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