Time: 9:30-10:45am, Tu/Th
Room: Gates B03
Rm 370 Gates Computer Science Building
Office hours: 7:00-9:00pm Mon (Sweet Hall), 11-12am Thu (Gates)
Rm. 381 Gates Computer Science Building
Office Hours: 1-2 Tues (381 Gates), 7-9 Wed (Sweet Hall)
Rm. 376 Gates Computer Science Building
Office Hours: 5:30-7:30 Mon (Sweet Hall), 11-12 Tues (376 Gates)
Rm. 372 Gates Computer Science Building
Office Hours: 4-5 Thursday (374 Gates), 7-9 Wed (Sweet Hall)
Room 368 Gates Computer Science Building
(next to Pat Hanrahan's office)
Office hours: Mon-Fri, 9:00 to 4:30
This course provides a broad overview of the basic concepts of computer
graphics and imaging. Both 2d raster graphics and 3d graphics will be covered.
Topics from imaging include color theory, tone reproduction, quantization,
dithering and halftoning, basic signal processing and sampling, aliasing
and antialiasing algorithms, and scan conversion of lines and polygons.
Topics from 3d graphics include projective geometry, representations of
curves and surfaces, animation, modeling and viewing transformations, hidden
surface removal algorithms, reflection models and illumination algorithms.
In addition the general features of graphics hardware and system architectures
will be covered.
CS 248 assumes no prior knowledge of computer graphics. However, most students
taking CS 248 have had some exposure to graphical user interfaces and interaction
techniques, usually through CS 108. We assume solid programming skills
in C (or C++) on a UNIX workstation and a knowledge of basic computer algorithms
and data structures. We also assume a basic knowledge of calculus and linear
algebra (one college-level course of each), and basic familiarity with
2D and 3D geometry. Exposure to digital signal processing or Fourier analysis
is useful, but it is not required.
The following textbooks are required for the course:
Translated by S. Levy,
And the following books are optional:
Image Processing for
J. Neider, T. Davis, M. Woo,
Copies of these books are available in the textbook and general computer
science sections of the campus bookstore. These books will be on reserve
in the Math and CS Library.
OpenGL Programming Guide, Version 1.1, 2nd Edition
J. Hartmen, J. Werneke,
VRML 2.0 Handbook,
Additional material not covered in the texts will also be made available.
This consists of several papers and notes for several of the lectures.
Slides of the lectures will also be made available via the CS 248 Home
In addition to regularly scheduled readings, the workload for this course
consists of four programming assignments and two exams. The evening examinations
will be on campus; SITN students must come to campus for these exams.
The tentative list of programming assignments is:
Each assignment will require you to produce a working program, some test
images and examples of the program in operation, a commented on-line copy
of your source code, and a brief (1-2 pages) description of the system.
Assignments are due by 5:00pm on the day indicated. All submissions will
be done on-line; We will describe the submission process in a later handout.
Impressionistic Paint Program - This assignment involves writing
a paint program that simulates brush strokes of various types. This program
will allow the user to convert a standard image into one that looks like
Special Effects System - This assignment will be done in a group.
Each member will be responsible for programming a special effect and integrating
it into an effects system that we will provide. You will use your effects
system to produce a simple video special effects sequence.
Behaving VRML Character - This program involves creating a movable
3d action figure using VRML. That computer character will then be inserted
into a multi-user VRML world along with the characters created by the entire
Shading and Texturing System - The goal of this assignment will
be to write shading functions that simulate natural materials such as plastic,
wood, granite, and marble.
Evaluation criteria: Each of the four programming assignments will
count as 15% of your grade, for a total of 60%. The midterm and final exams
will each account for 20% of your grade. Grading criteria on the assignments
will vary: typical criteria are correctness (as judged by the test cases,
images produced, or running the program), and efficiency and programming
style. Several assignments will have the opportunity for extra credit.
Collaboration: Each assignment must be done individually. Working
in groups is not allowed
except for assignment 2.
Late assignments: Since there are many topics covered in this
course, it is important not to fall behind. Thus, all assignments should
be completed on time. However, we realize that there are often unforeseen
circumstances that make it difficult to turn in all work on time. Therefore,
you will be allowed four weekdays of grace during the quarter, an average
of one day per assignment. Once your four days are used, late assignments
will be penalized 10% per weekday. No assignments will be graded if they
are more than 1 week late,
Hardware: To do the assignments you will have access to the Stanford
Graphics Laboratory located in the basement of Sweet Hall. Room 029 contains
14 Silicon Graphics Indigo XZs (100Mhz R4000 processor, 60K polygons/sec,
24-bit frame buffer, and CD-quality digital stereo audio) named raptor1
through raptor14, and Room 026 contains 18 Silicon Graphics Indigo2
Extremes (150 Mhz R4400 with similar graphics capabilities) named firebird1
through firebird14, Students in CS 248 have non-exclusive priority
access to this laboratory, whose door is protected by a combination lock.
All students with leland accounts automatically have accounts
on these machines. Home directories on these machines are shared with other
Stanford Computing Clusters using AFS. If you do not have a leland
account, follow these instructions.
Software: To help focus your attention on the key ideas in each
assignment, we will provide support libraries and datasets for each assignment.
These tools and datasets will be installed on the machines in Sweet Hall,
under the directory /usr/class/cs248.
Using other platforms: If you prefer working in your dorm room
or workplace, and have access to a machine there, you are welcome to do
the assignments on your own machines. However, your code must still
use OpenGL, and in the end it is your responsibility to insure that it
is copied and tested on the SGI machines in Sweet Hall. To help those working
remotely, we will make available source for the support libraries that
are used for each assignment. You are free to copy that source and port
it to your environment, if you wish. However, we make no guarantees concerning
the portability of this software. Please, if you improve the portability
of the support code, return the source to us so that we may incorporate
your changes into the future versions of the software. Extraordinary improvements
to the support libraries will also be rewarded with special credit.
CS248: Introduction to Computer Graphics,
Pat Hanrahan, Winter 98