Lahore University of Management Sciences. CS 452 Computer Graphics

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CS 452 Computer Graphics Fall 2015-16 Instructor Murtaza Taj Room No. SSE Block 10-301 Office Hours TBA Email murtaza.taj@lums.edu.pk Telephone 3301 Secretary/TA TBA TA Office Hours TBA Course URL (if any) LMS Course Basics Credit Hours 3 Lecture(s) Nbr of Lec(s) Per Week 2 Duration 75 min Recitation/Lab (per week) Nbr of Lec(s) Per Week 0 Duration N/A Tutorial (per week) Nbr of Lec(s) Per Week 1 (TBD) Duration 50 min (TBD) Course Distribution Core Elective Open for Student Category Close for Student Category No Yes Graduate, Senior, Junior Freshman COURSE DESCRIPTION Computer Graphics is one of the most exciting application fields of Computer Science. This course is intended to introduce the basics of Computer Graphics, laying the foundation for more advanced graduate classes or industry work. The basic graphics pipeline is covered in this course, along with an introduction to OpenGL. This course will be conducted with an application perspective. Therefore students will be expected to implement several techniques learnt in the lectures. COURSE PREREQUISITE(S) CS 200 - Introduction to Programming Math 220/ Math 221 Linear Algebra COURSE OBJECTIVES Motivate the class about Computer Graphics Introduce the basic theory and applications of Computer Graphics Provide a basic foundation for further work in this area Learning Outcomes To familiarize students with the Computer Graphics pipeline and the processing going on within each block Introduce various data structure and algorithms designed to increase the computational efficiency of graphics algorithms Make students confident that they can solve Computer Graphics problems, through the use of several programming assignments and examples

Grading Breakup and Policy Lahore University of Management Sciences Assignment(s): 25% Home Work: 0% Quiz(s): 10% Class Participation: 0% Attendance: 0% Midterm Examination: 20% Project: 15 + 5% Final Examination: 30% Examination Detail Midterm Exam Yes/No: Yes Combine Separate: N/A Duration: 120 min Preferred Date: 7 th Week Exam Specifications: Written Final Exam Yes/No: Combine Separate: Comprehensive Duration: 150 min Exam Specifications: Written 1 Introduction 1 Graphics Pipeline Graphics Applications Shirley Chapter 1 2 Rasterization 1 Display Technologies CRT Displays Raster Scan Displays Shirley Chapter 3 Drawing on Rater Displays Line Drawing Circle Drawing Ellipse, Parabola 1 Drawing and Filling Polygon Boundary Fill Flood Fill Scanline Fill 3 Transformations 1 Rigid & Non-rigid Transformations Basic 2D/3D Transformations Properties of Rotation Rotation about parallel and arbitrary axis Transforming Normals 1 Composing Transformations Coordinate Transformation Matrix (CTM) Decomposing Transformations 4 OpenGL 1 OpenGL Rigid Transformations Coordinate Transformation Matrix Loading Models in a scene Foley Section 3.3, 3.4 & 3.5 Shirley Chapter 5 & 6 Shirley Chapter 5 & 6 OpenGL Programming Guide, The Red Book OpenGL SDK Documentation Handout (OpenGL)

5 Lighting & Shading 1 Lighting Vectors & Barycentric Coordinates Natural Lighting Effect Camera Model Shirley Chapter 2 & 9 6 Ray Casting & Tracing 1 Shading Surface Reflection & Lighting Effecting Reflection Models The Blinn-Phong Model Type of Light Source Gouraud Shading Phong Shading 1 Ray Casting Local vs. Global Illumination 2 Ray Tracing Forward & Backward Ray Tracing Recursive Ray Tracking Algorithm Ray Object Intersection (Sphere - Plane - Polygon - Triangle) Ibn Sahl Law & Refracted Rays Shadows (Hard - Soft) Anti Aliasing Limitations of Ray Tracing Shirley Chapter 5 & 9 Shirley Chapter 10 Shirley Chapter 2& 10 Tutorial (SIGGRAPH) 7 Viewing 1 Projections Orthographic Projection Perspective Projection 8 Clipping 1 Line Clipping Cohen-Sutherland Line Clipping Midpoint Subdivision Cyrus Beck Line Clipping 1 Polygon Clipping Sutherland-Hodgeman Polygon Clipping Weiler-Atherton Polygon Clipping 9 Spatial Data Structures 1 Bounding Volumes Uniform Grids Octrees BSP Trees Shirley Chapter 7 Hearn & Baker Chapter 6 Foley Section 3.11, 3.12, 3.13 & 3.14 Hearn & Baker Chapter 6 Shirley Section 10.9 & Chapter 8 1 Hidden Surface Removal Shirley Section 10.9 & Chapter 8 10 Texture Mapping 2 Texture Coordinates Displacement Mapping Texture Mapping in OpenGL Bump Mapping O-mapping Shirley Chapter 11 Shirley Chapter 11 Hearn & Baker Section 10.17 & 10.18 Watt Section 6.1

11 Particle Systems 2 Particle Systems Particle Dynamics Differential Equation Solver Cloth Simulation Fluid Simulation 12 Photon Mapping (tentative) 1 Photon Mapping Photon Tracing Radiosity Caustics Photon Scattering: Russian Roulette Paper (Global Illumination using Photon Maps) 13 Animations 1 Animations Movie Making, Case study of Stuart Little Character Animation, Keyframing, Motion Capture Overview of Inverse Kinematics (tentative) Research at CV Lab @ LUMS 1 Procedural Animations Physics-based Animations 14 Curves and Surfaces 1 Parametric Curves Basis and Control Points Splines 1 Splines Spline Interpolation Example Bezier Curve B-Spline Spline Fitting Parametric Surfaces Bezier Patches Surface Fitting 1 Subdivision Subdivision conditions, Subdivision Schemes, Refinement Matrix Subdivision vs. Spline 4 Point Scheme, Chaikin's Algorithm, Catmull Clark Scheme, Doo-Sabin Scheme Subdivision of Gery's Hand Shirley Chapter 16 Shirley Chapter 15 Shirley Chapter 15, Watt Sections 3.1, 3.2 3.3 & 3.7.1 Paper (Interactive 3D Face Models) Paper (Subdivision in Character Animation) 15 Fractals & L-Systems (tentative) 16 Graphics Hardware (tentative) 1 Fractals Fractals in Nature Fractals Classification Fractals Dimensions Koch curve and Koch Snowflake Mandelbrot Set L-Systems Shape Grammar Tree generation 1 GPU vs. CPU Vertex & Pixel Processor GPU Pipeline & Architecture Streaming Ray Tracer Hearn & Baker 8.23 & 8.24 Paper (Interactive Ray Tracing)

Module Duration (wks) Topics Covered 1 Introduction 1 Synthetic Lighting Image structure, channels in an image, image mixing 2 Rasterization 2 Drawing and Filling Polygons Line drawing, circle drawing, flood fill, boundary fill, scanline algorithm 3 OpenGL 1 Skeleton motion Hierarchical modeling, CTM, composing transformations 4 OpenGL Game 2 Terrain Golf Creating meshes from scratch, implementing simple physics rules and coming up with models for mesh deformation, glselect 5 Ray Tracing 2 Photorealistic Rendering Ray casting, forward ray tracing, ray-sphere intersection, ray-triangle intersection, Phong illumination model 6 Particle Systems 2 Cloth Simulation Fluid Simulation (tentative) 7 Project 4 To be decided by students (group of up to 2 students) Textbook(s)/Supplementary Readings Required: [Shirley] Fundamentals of Computer Graphics, Peter Shirley, A. K. Peters, 2 nd Edition/3 rd Edition Reference: [Baker] Donald Hearn, M Pauline Baker, Computer Graphics with OpenGL, Prentice Hall [Foley] Computer Graphics: Principle and Practice, J. D. Foley, A. van Dam, S. K. Feiner and J. F. Hughes [Watt] Advanced Animation and Rendering Techniques: Theory and Practice [OpenGL] OpenGL Programming Guide, The Red book [OpenGL Primer] Edward Angel, OpenGL: A Primer, Longman