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
| Date | Week | No. | Topics | Exercises | Slides | Book Chapter | Teacher |
| 31.10.11 | 44 | 1 |
Introduction |
Framework |
PDF |
1 | TK |
| 04.11.11 | 44 | 2 |
Basic OpenGL,
Shaders in a Nutshell |
Lecture02 |
PDF |
2 | TK |
| 07.11.11 | 45 | 3 |
Input, Events, 3D Graphics |
Lecture03 |
PDF |
2 | TK |
| 11.11.11 | 45 | 4 |
Coordinate Systems, Affine Transformations |
Lecture04 |
PDF |
3 | TK |
| 14.11.11 | 46 | 5 |
Rotation, Translation, Scaling, Shear |
Lecture05 |
PDF |
3 | TK |
| 18.11.11 | 46 | 6 |
Viewing and the Camera |
Lecture06 |
PDF |
4 | TK |
| 21.11.11 | 47 | 7 |
More Transformations, more Viewing |
Lecture07 |
PDF |
3, 4 | TK |
| 25.11.11 | 47 | |
Guest lecture: Tom van der Schaaf
from Sticky Studios
|
-- |
PDF |
-- | TvdS |
| 28.11.11 | 48 | 8 |
Light and Shading |
Lecture08 |
PDF |
5 | TK |
| 02.12.11 | 48 | 9 |
Modeling and Hierarchy |
Lecture09 |
PDF |
8 | TK |
| 05.12.11 | 49 | 10 |
From Vertices to Fragments, Blending |
Lecture10 |
PDF |
6, 7.11 | TK |
| 09.12.11 | 49 | 11 |
Discrete Techniques, Textures and Shaders |
Lecture11 |
PDF |
7 | TK |
| 12.12.11 | 50 | 12 |
Terrain Generation |
Lecture12 |
PDF |
-- | BvW |
| 16.12.11 | 50 | 13 |
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:
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