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 cross-cutting 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, physically-based animation, and inverse kinematics.
Basic Info
Tues/Thurs noon-1:30pm
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, point-in-triangle testing, aliasing, Fourier interpretation of aliasing, anti-aliasing
|
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 anti-aliasing technique
|
Jan 22 |
Z-buffer algorithm, image compositing, end-to-end 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 |
Half-edge mesh structures, mesh operations such as tessellation and simplification
|
Jan 31 |
closest point, ray-triangle intersection, ray-mesh intersection, the relationship between rasterization and ray tracing
|
Feb 5 |
Acceleration structures such as bounding volume hierarchies, K-D 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 head-mounted 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, mass-spring 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), non-linear 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, multi-sample anti-alising, tile-based 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: Self-Selected Final Project |