Stanford CS248, Winter 2022
INTERACTIVE
COMPUTER GRAPHICS
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 1:303:00pm
All lectures are virtual
Instructors: Kayvon Fatahalian and Doug James
See the course info page for more info on policies and logistics.
Winter 2022 Schedule
Jan 04 

Breadth of graphics applications, simple drawing of lines

Jan 06 

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

Jan 11 

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

Jan 13 

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

Jan 18 

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

Jan 20 

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

Jan 25 

Halfedge mesh structures, mesh operations such as tessellation and simplification

Jan 27 

Closest point, raytriangle intersection, raymesh intersection, the relationship between rasterization and ray tracing

Feb 01 

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

Feb 03 

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

Feb 08 

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

Feb 10 

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

Feb 15 

Animation examples, splines, keyframing

Feb 17 

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

Feb 22 

Inverse kinematics, motion graphs, methods of capturing human motion (motion capture suits, Kinect, computer vision methods)

Feb 24 

How the eye works, representing color, brightness and chromaticity.

Mar 01 

JPG image compression, image filtering via convolution (sharpening/blurring), datadependent filters

Mar 03 

design of modern GPUs, how rendering is parallelized onto GPUs

Mar 08 

basics of noise and its uses in computer graphics, ray marching implicit surfaces

Mar 10 

course wrap up, discussion of ongoing graphics research at Stanford

Programming Assignments
Jan 20  Assignment 1: Write Your own SVG Renderer 
Feb 4  Assignment 2: Cardinal3D  A Mini 3D Triangle Mesh Editor 
Feb 18  Assignment 3: Lighting and Materials In GLSL 
Mar 11  Selfselected final project 
Practice Exercises
Jan 12  Written Exercise 1 
Jan 19  Written Exercise 2 
Jan 26  Written Exercise 3 
Feb 2  Written Exercise 4 
Feb 9  Written Exercise 5 
Feb 24  Written Exercise 6 
Mar 2  Written Exercise 7 