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.

Animations (~14MBytes)

Final Project Websites


Text

Most of the reading will be technical papers downloaded from below.

Recommended



Grading Policy

Assignment Breakdown

Assignments

  1. A small project will be due near the beginning of the course.
  2. 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.
  3. 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 papersPick your papers
2
Introduction to Animation, Squoosh & SquashPick your projects
3
Flocking, Spacetime Constraintspapers, Flocking summary, Spacetime summary
4 (special time: 3-6pm)
Distributed Ray-tracing, Photon Mapsproject proposal, papers
5
NO CLASS - Prof. out of townpapers
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 Metricpapers, 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 NPRpapers, 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 GPUpapers
15
Project Presentations


Sample Projects

  1. Distributed Ray-tracing. If you have a basic ray-caster, add recursion, distributed ray-tracing, shadows, and transparency. (low risk)
  2. Implement a Non-photorealistic Algorithm. Implement any of the algorithms described in one of the non-photorealistic rendering papers. (low risk)
  3. 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)
  4. 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)
  5. 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