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
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| Apr 5 |
Drawing a triangle via point sampling, point-in-triangle testing, aliasing, Fourier interpretation of aliasing, anti-aliasing
Assignment 1 released
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| Apr 10 |
Definition of linear transform, basic geometric transforms, homogeneous coordinates, transform hierarchies, perspective projection
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| Apr 12 |
perspective projection, texture coordinate space, bilinear/trilinear interpolation, how aliasing arises during texture sampling, prefiltering as an anti-aliasing technique
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| Apr 17 |
Z-buffer algorithm, image compositing, end-to-end 3D graphics pipeline as implemented by modern GPUs
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| 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
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| Apr 24 |
Half-edge mesh structures, mesh operations such as tessellation and simplification
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| Apr 26 |
closest point, ray-triangle intersection, ray-mesh intersection
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| May 1 |
Acceleration structures such as bounding volume hierarchies, K-D trees, uniform grids, application to ray-casting, the relationship between rasterization and ray casting
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| May 3 |
Common material models, use of texture for lighting (bump mapping, environment mapping, prebaked lighting), motivating need for shaders on modern GPUs
Assignment 2 due
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| May 8 |
Midterm Exam
Good luck!
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| May 10 |
VR Headset hardware, how head-mounted displays cause challenges for renderers, resolution and latency requirements, judder, foveated rendering
Assignment 3 out
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| May 15 |
Animation examples, splines, keyframing
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| May 17 |
Optimization basics, inverse kinematics, motion graphs, methods of capturing human motion (motion capture suits, Kinect, computer vision methods)
Assignment 3 due (on Sun May 20), final projects begin
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| May 22 |
Dynamics and Time Integration (Guest Lecture from Doug James)
basic numerical integration, forward Euler, mass-spring systems (e.g., for cloth simulation), particle systems
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| May 24 |
How the eye works, color spaces, brightness and lightness, motivation for Gamma correction
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| May 29 |
JPG image compression, image filtering via convolution (sharpening/blurring), non-linear filters
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| May 31 |
Shadow mapping, reflections, ambient occlusion, precomputed lighting, deferred shading, parallel rasterization
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| Jun 5 |
Energy efficient rendering on mobile phones, overview of recent research topics in computer graphics
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Assignments and Projects