Computer Graphics


Studying this course consists of three parts: self-study with the book, following the lecture, and (most-important) doing the assignment work. The three parts complement each other. Reading the book should give you detailed insights into the matter. Following the lecture, you should understand basic concepts and mechanisms, and how they relate to each other. Finally, while doing the assignment work, you will apply all your knowledge and get even deeper and long-lasting understanding of the subject.


Scheduled Topics

DateWeekNo.TopicsExercisesSlidesBook ChapterTeacher
31.10.11441 Introduction Framework PDF 1 TK
04.11.11442 Basic OpenGL, Shaders in a Nutshell Lecture02 PDF 2 TK
07.11.11453 Input, Events, 3D Graphics Lecture03 PDF 2 TK
11.11.11454 Coordinate Systems, Affine Transformations Lecture04 PDF 3 TK
14.11.11465 Rotation, Translation, Scaling, Shear Lecture05 PDF 3 TK
18.11.11466 Viewing and the Camera Lecture06 PDF 4 TK
21.11.11477 More Transformations, more Viewing Lecture07 PDF 3, 4 TK
25.11.11 47 Guest lecture: Tom van der Schaaf
from Sticky Studios
-- PDF -- TvdS
28.11.11488 Light and Shading Lecture08 PDF 5 TK
02.12.11489 Modeling and Hierarchy Lecture09 PDF 8 TK
05.12.114910 From Vertices to Fragments, Blending Lecture10 PDF 6, 7.11 TK
09.12.114911 Discrete Techniques, Textures and Shaders Lecture11 PDF 7 TK
12.12.115012 Terrain Generation Lecture12 PDF -- BvW
16.12.115013 Post processing, general Q&A Lecture13 Post processing
Summary
-- TK, BvW, MvM

Each week, the slides will become available (right) after the lecture.
Students are expected to be roughly familiar with the contents of the respective book chapters before the lectures.


Programming-related Readings

Here are some references to JOGL (the Java bindings to openGL) and to shader programming (GL Shader Language).

Suitable Computers for the Programming Exercises and the Project

With the switch to OpenGL 3 we also require the GPU's to support this modern graphics standard. For a short while (like 2011 only?) the available machines will be limited until OpenGL 3 will have become more widely deployed. This means that (only) the following computers are suitable for the programming exercises and the final project:

  • The 24 computers in S3.29 (where the course is given). We have bought new machines and new graphics cards for this room, for the purpose of this course.
  • Your own laptop?
    You can find out whether your own computer is ready for OpenGL 3 by running the following Java applet in your computer's browser. It dumps a lot of text on your screen. Have a look at GL_VERSION which should be reported as 3 or higher; if not, your computer is unfortunately not suitable for doing the programming exercises.

OpenGL tutor programs

Caution: this is OpenGL pre 3.x, so deprecated w.r.t. this course. Some of the lectures use the Open GL tutors by Nate Robins to illustrate certain OpenGL routines. They can be found on and downloaded from the author's page.
If this is too slow, you can try to download the tutors from our minimalistic mirror site.


Additional Reading Material

In some of the lectures we have deviated significantly from the book. The following references provide mandatory reading material that is to be used in preparation for the exam: