Stanford CS248, Spring 2018
INTERACTIVE COMPUTER GRAPHICS

This course provides a comprehensive introduction to computer graphics, focusing on fundamental concepts and techniques, as well as their cross-cutting relationship to multiple problem domains in interactive graphics (such as rendering, animation, geometry, image processing). Topics include: 2D and 3D drawing, sampling, interpolation, rasterization, image compositing, the GPU graphics pipeline (and parallel rendering), geometric transformations, curves and surfaces, geometric data structures, subdivision, meshing, spatial hierarchies, image processing, compression, time integration, physically-based animation, and inverse kinematics.

Basic Info
Tues/Thurs 3:00-4:20pm
Bldg 260, Room 113
Instructor: Kayvon Fatahalian
See the course info page for more info on course policies, logistics, and how to prepare for the course.
Spring 2018 Schedule (subject to change)
Apr 3
Breadth of graphics, simple drawing of lines, linear algebra and vector math review
Apr 5
Drawing a triangle via point sampling, point-in-triangle testing, aliasing, Fourier interpretation of aliasing, anti-aliasing
Assignment 1 released
Apr 10
Definition of linear transform, basic geometric transforms, homogeneous coordinates, transform hierarchies, perspective projection
Apr 12
perspective projection, texture coordinate space, bilinear/trilinear interpolation, how aliasing arises during texture sampling, prefiltering as an anti-aliasing technique
Apr 17
Z-buffer algorithm, image compositing, end-to-end 3D graphics pipeline as implemented by modern GPUs
Apr 19
Properties of surfaces (manifold, normal, curvature), implicit vs. explicit representations, basic representations such as triangle meshes, bezier curves and patches
Assignment 1 due, Assignment 2 Released
Apr 24
Half-edge mesh structures, mesh operations such as tessellation and simplification
Apr 26
closest point, ray-triangle intersection, ray-mesh intersection
May 1
Accelerating Geometric Queries
Acceleration structures such as bounding volume hierarchies, K-D trees, uniform grids, application to ray-casting, the relationship between rasterization and ray casting
May 3
Materials, Lighting, and Shading
Common material models, use of texture for lighting (bump mapping, environment mapping, prebaked lighting), motivating need for shaders on modern GPUs
Assignment 2 due, Assignment 3 Released
May 8
Midterm Exam
Good luck!
May 10
Rendering Challenges of Virtual Reality
VR Headset hardware, how head-mounted displays cause challenges for renderers, resolution and latency requirements, judder, foveated rendering
May 15
Introduction to Animation
Animation examples, splines, keyframing
May 17
Kinematics and Motion Capture
Optimization basics, inverse kinematics, motion graphs, methods of capturing human motion (motion capture suits, Kinect, computer vision methods)
Assignment 3 Due, Project released
May 22
Dynamics and Time Integration
basic numerical integration, forward Euler, mass-spring systems (e.g., for cloth simulation), particle systems
May 24
Theory of Color
How the eye works, color spaces, brightness and lightness, motivation for Gamma correction
May 29
Image Processing and Image Compression
JPG image compression, image filtering via convolution (sharpening/blurring), non-linear filters, multi-resolution representations (Gaussian and Laplacian pyramids)
May 31
How Modern GPUs Work (How Rasterization is Parallelized on GPUs)
Parallel rendering, basics of parallel computer architecture, shading languages, modern motivations for deferred shading
Jun 5
Architecture of a Modern Game Rendering Engine
Case study of how engines like Unity or Unreal render images efficiently
Assignments and Projects
due Apr 19Assignment 1: Write Your own SVG Renderer
due May 3Assignment 2: A Mini 3D Triangle Mesh Editor
due May 17Assignment 3: Lighting and Materials
TBDSelf-Selected Term Project
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