Stanford CS248, Winter 2019
INTERACTIVE COMPUTER GRAPHICS
This course provides a comprehensive introduction to computer graphics, focusing on fundamental concepts and techniques, as well as their crosscutting relationship to multiple problem domains in interactive graphics (such as rendering, animation, geometry, image processing). Topics include: 2D and 3D drawing, sampling, interpolation, rasterization, image compositing, the GPU graphics pipeline (and parallel rendering), geometric transformations, curves and surfaces, geometric data structures, subdivision, meshing, spatial hierarchies, image processing, compression, time integration, physicallybased animation, and inverse kinematics.
Basic Info
Tues/Thurs noon1:30pm
Room: Gates B1
Instructor: Kayvon Fatahalian
See the course info page for more info on course policies and logistics.
Winter 2019 Schedule
Jan 8 
Breadth of graphics, simple drawing of lines

Jan 10 
Drawing a triangle via point sampling, pointintriangle testing, aliasing, Fourier interpretation of aliasing, antialiasing

Jan 15 
Definition of linear transform, basic geometric transforms, homogeneous coordinates, transform hierarchies, perspective projection

Jan 17 
perspective projection, texture coordinate space, bilinear/trilinear interpolation, how aliasing arises during texture sampling, prefiltering as an antialiasing technique

Jan 22 
Zbuffer algorithm, image compositing, endtoend 3D graphics pipeline as implemented by modern GPUs

Jan 24 
Properties of surfaces (manifold, normal, curvature), implicit vs. explicit representations, basic representations such as triangle meshes, bezier curves and patches

Jan 29 
Halfedge mesh structures, mesh operations such as tessellation and simplification

Jan 31 
closest point, raytriangle intersection, raymesh intersection, the relationship between rasterization and ray tracing

Feb 5 
Acceleration structures such as bounding volume hierarchies, KD trees, uniform grids

Feb 7 
Common material models, use of texture for lighting (bump mapping, environment mapping, prebaked lighting), motivating need for shaders on modern GPUs

Feb 12 
Midterm Exam
Good luck!

Feb 14 
VR Headset hardware, how headmounted displays cause challenges for renderers, resolution and latency requirements, judder, foveated rendering

Feb 19 
Animation examples, splines, keyframing

Feb 21 
Optimization basics, inverse kinematics, motion graphs, methods of capturing human motion (motion capture suits, Kinect, computer vision methods)

Feb 26 
basic numerical integration, forward Euler, massspring systems (e.g., for cloth simulation), particle systems

Feb 28 
How the eye works, color spaces, brightness and lightness, motivation for Gamma correction

Mar 5 
JPG image compression, image filtering via convolution (sharpening/blurring), nonlinear filters

Mar 7 
Shadow mapping, reflections, ambient occlusion, precomputed lighting, deferred shading, parallel rasterization

Mar 12 
Energy efficient rendering on mobile phones, early Z cull, multisample antialising, tilebased deferred rendering

Mar 14 
Have a great Spring Break!

Programming Assignments
Jan 24  Assignment 1: Write Your own SVG Renderer 
Feb 7  Assignment 2: A Mini 3D Triangle Mesh Editor 
Feb 26  Assignment 3: Lighting and Materials In GLSL 
Mar 21  Assignment 4: SelfSelected Final Project 