CS 638: Graphics II
Class time/location: Tuesdays 5:30-8pm, Lieb Building 2nd floor conference room (just ring
the bell to be let in)
Prof. Quynh Dinh
Office hours: Tuesdays 2-3pm, Lieb Building rm 302. All other times by appointment.
Text
Most of the reading will be technical papers downloaded from below.
Recommended
- Advanced Animation and Rendering Techniques [Watt and Watt]
- OpenGL Programming Guide, 2nd Edition [Woo, Neider, Davis]
- OpenGL Reference Manual, 2nd Edition [Editors Kempf and Frazier]
- Computer Graphics: Principles and Practice, 2nd Edition [Foley, Van Dam, Feiner, Hughes]
Grading Policy
Assignment Breakdown
- Small Animation Project 10%
- Large Project 45%
- Leading Discussions and writing summaries 30% (Tips on leading discussion)
- Participating in Discussions 15%
Assignments
- A small project will be due near the beginning of the course.
- A major project will be implemented. Submission includes a
proposal, an interrim report, and a final report. At the end of the
semester, a demo and presentation of the project is to be given in the
final week of class or during final exam week.
- For each paper covered, one student will lead a discussion on the paper
and another will write a short summary of the paper prior to discussion
of the paper.
Quizzes
No exams or quizzes are planned for this course. However, if participation
in paper discussions should drop significantly, short quizzes at the beginning
of class time may be given to ensure that the material is being read.
Papers to Cover
The following are lists of papers that should be covered in class. Please choose at
least 1 paper from the Long Papers list and no more than 1 paper from the
Short Papers list. Additional papers of interest are listed in the next section categorized
by topic. After choosing 2 papers here, you may choose another paper from the additional
papers or a paper from the Long Papers list.
You should choose a total of 3 papers.
Long Papers
Shorter Papers
Additional Papers by Topic
Animation
Advanced Ray-Tracing
Global Illumination
Image-Based Rendering
Texture Mapping & Synthesis
|
Volume Rendering
Non-Photorealistic Rendering
Simplification
Modeling
Computational Geometry
Solving Linear Systems on the GPU
|
Syllabus
Links below are to original papers on the specified topic. They form part of
the reading assignments for this class.
| Week | Topic |
Assignment |
| 1 | Review of Rendering & Ray-tracing,
Review of Shading, Overview of papers | Pick your papers |
| 2 | Introduction to Animation,
Squoosh & Squash | Pick your projects |
| 3 | Flocking,
Spacetime Constraints | papers,
Flocking summary,
Spacetime summary |
| 4 (special time: 3-6pm) | Distributed Ray-tracing,
Photon Maps | project proposal, papers |
| 5 | NO CLASS - Prof. out of town | papers |
| 6 | Quick-Time VR, 2D Texture Synthesis |
papers,Quicktime summary,
Texture Synthesis summary |
| 7 |
Lumigraph,
Perlin Noise,
Perlin Hypertexture |
papers,Perlin Noise summary,
Lumigraph summary |
| 8 |
NO CLASS - Spring Break | |
| 9 | Subdivision Surfaces - Pixar Paper,
Decimation of Triangle Meshes |
papers,Triangle Decimation summary,
Subdivision Surfaces summary |
| 10 |
Progressive Meshes,
MAPS,
Quadric Error Metric | papers,
PM summary,
MAPS summary,
Interrim report due March 29 |
| 11 | Stylized Rendering Techniques for Scalable Real-time 3D Animation,
(related paper Interactive Technical Illustration),
Dr. Seuss style NPR | papers,
Stylized Rendering summary,
Dr Seuss summary
|
| 12 | L-Systems: Procedural Modeling of Plants,
Wildwood
| papers,
L-Systems summary
|
| 13 | Volume Rendering,
Marching Cubes
| papers,
Marching Cubes summary,
Volume Rendering summary |
| 14 | Ray-tracing Volume Data,
Sparse Matrix Solvers on the GPU | papers |
| 15 | Project Presentations | |
Sample Projects
- Distributed Ray-tracing. If you have a basic ray-caster, add
recursion, distributed ray-tracing, shadows, and transparency. (low risk)
- Implement a Non-photorealistic Algorithm. Implement any of the algorithms
described in one of the non-photorealistic rendering papers. (low risk)
- Using Photon Maps for Non-photorealistic Lighting. An implementation of
photon maps is available on the internet. In this project, you would use and
modify this implementation to do non-photorealistic lighting. This is a new
research topic, and the outcome is not clear. (medium-high risk)
- Survey of Simplification Algorithms. There are many simplification
algorithms implemented and available on the internet. In this project,
you would download and make necessary modifications so that the programs
run. Then experiment on the various algorithms using 10 different models.
You will need to analyze and write-up how these algorithms compare with
each other. Under what circumstances (what types of models) does each
perform well or not well. (medium risk)
- Identifying the Topology of 3D objects. Reeb graphs are used to
classify the topology of 2D and 3D objects. In this project, you would
implement a method to construct Reeb graphs for 3D meshes and/or 3D volumetric
data sets. (medium risk)
Resources