Stanford CS248, Winter 2020

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 2020 Schedule
Jan 7
Breadth of graphics applications, simple drawing of lines
Jan 9
Drawing a triangle via point sampling, point-in-triangle testing, aliasing, Fourier interpretation of aliasing, anti-aliasing
- Programming Assignment 1 Released
Jan 14
Definition of linear transforms, basic geometric transforms, homogeneous coordinates, transform hierarchies, perspective projection
Jan 16
Perspective projection, texture coordinate space, bilinear/trilinear interpolation, how aliasing arises during texture sampling, prefiltering as an anti-aliasing technique
Jan 21
Z-buffer algorithm, image compositing, end-to-end 3D graphics pipeline as implemented by modern GPUs
Jan 23
Properties of surfaces (manifold, normal, curvature), implicit vs. explicit representations, basic representations such as triangle meshes, bezier curves and patches
- Programming Assignment 1 Due
- Programming Assignment 2 Released
Jan 28
Half-edge mesh structures, mesh operations such as tessellation and simplification
Jan 30
Closest point, ray-triangle intersection, ray-mesh intersection, the relationship between rasterization and ray tracing
Feb 4
Acceleration structures such as bounding volume hierarchies, K-D trees, uniform grids
Feb 6
Common material models, use of texture for lighting (bump mapping, environment mapping, prebaked lighting), motivating need for shaders on modern GPUs
- Programming Assignment 2 Due
- Programming Assignment 3 Released
Feb 11
Animation examples, splines, keyframing
Feb 13
Optimization basics, inverse kinematics, motion graphs, methods of capturing human motion (motion capture suits, Kinect, computer vision methods)
Feb 18
basic numerical integration, forward Euler, mass-spring systems (e.g., for cloth simulation), particle systems
Feb 20
How the eye works, color spaces, brightness and lightness, motivation for Gamma correction
- Programming Assignment 3 Due
Feb 25
JPG image compression, image filtering via convolution (sharpening/blurring), data-dependent filters
Feb 27
Multi-resolution techniques, tone adjustment, trends in deep learning-based image manipulation
- Project Proposal Due
Mar 3
Shadow mapping, reflections, ambient occlusion, precomputed lighting, deferred shading, parallel rasterization
- Evening Exam
Mar 5
Energy efficient rendering on mobile phones, overview of recent research topics in computer graphics
Mar 10
VR Headset hardware, how head-mounted displays cause challenges for renderers, resolution and latency requirements, judder, foveated rendering
Mar 12
Programming Assignments
Jan 23Assignment 1: Write Your own SVG Renderer
Feb 6Assignment 2: A Mini 3D Triangle Mesh Editor
Feb 20Assignment 3: Lighting and Materials In GLSL
Mar 18Assignment 4: Self-Selected Final Project
Jan 17Exercise 1
Jan 24Exercise 2
Feb 3Exercise 3
Feb 10Exercise 4
Feb 17Exercise 5
Feb 24Exercise 6