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CS148 Wiki

This is the course wiki for cs148 - Introduction to Computer Graphics and Imaging

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Description

This course is being completely revised this year.

This course provides a broad introduction to computer graphics and imaging. Topics: Input and output devices such as cameras and displays, graphics hardware and software, interactive techniques and the model-view-controller design pattern, typography and page layout, light and color representations, tone reproduction, image filtering, sampling, aliasing and antialiasing, compression, two- and three-dimensional geometry and transformations, modeling techniques including curves and surfaces, reflection models and illumination algorithms, and basic methods for animation.

Prerequisites

CS107, MATH 103.

Programming using C/C++ and OpenGL and use of common graphics tools such as drawing programs and image processing toolkits.

Masters students or students with a strong interest in continuing in graphics should take CS248.

Syllabus

Week

Dates

Tue

Thu

1

Jan 9, 11

Introduction

Drawing

2

Jan 16, 18

Geometry

Transforms

3

Jan 23, 25

Typography

Splines and Interpolation

4

Jan 30, Feb 1

Interaction

Model-View-Controller

5

Feb 6, 8

Light and Color

Digital Cameras

6

Feb 13, 15

Displays

Exposure and Tone Reproduction

7

Feb 20, 22

Mattes and Compositing

Filtering

8

Feb 27, Mar 1

Sampling: Aliasing and Antialiasing

Compression

9

Mar 6, 8

Digital Video and HDTV

Modeling

10

Mar 13, 15

Rendering

Animation

Information

Text and readings

There is one required text for the course.

  • Peter Shirley
    Fundamentals of Computr Graphics, 2nd Edition

  • K. Peters, 2006.

In addition, one of the following books on OpenGL are recommended. The first one, the primer, is easy to read and gives a good overview of OpenGL. The second book, often called 'The Red Book" is more detailed and covers more advanced features. These books are recomended- not required -because most of this information can be found online. In particular, the older 2nd Edition of the OpenGL Programming Guide is freely available.

  • Edward Angel
    OpenGL: A Primer, 2nd Edition
    Addison-Wesley, 2005

    Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
    OpenGL Programming Guide, 5th Edition
    Addison-Wesley, 2006

Additional readings will be assigned from journals and conference proceedings, and excerpts from conference tutorials. Only papers NOT available online will be handed out in class. Readings for each lecture are available from the Lectures page.

Assignments, exams and grading

This course will include 8 short assignments, one per week, in addition to a mid-term and a final.

The assignments will be short and are meant to be completed in a few hours. Example code and data will be provided so that you can concentrate on the main conceptual ideas and not need to write a lot of code. In order to keep the workload managable, you are required to complete only 6 of the 8 assignments.

The tentative list of assignments are::

  • Assignment 1: Drawing a mathematical object Assignment 2: Animating a clock escapement Assignment 3: Simple page layout system Assignment 4: Interactive zoom-and-pan over a large image using a gamepad Assignment 5: Bracketed exposure and high-dynamic range imaging Assignment 6: Matte extraction and compositing Assignment 7: Wavelet compression Assignment 8: Simple 3D screne

Evaluation criteria: The 6 required programming assignments will count 60% of your grade. If you complete more than 6 assignments, your best 6 grades will be used for determining your final grade. The mid-term and the final will each count 20% of your grade.

Collaboration: For the programming projects, you may discuss the assignment with friends, but you are expected to implement your own solutions.

Late assignments: No late assignments will be accepted. Since you are allowed to skip two assignments, the late assignment will be considered one of your skipped assignments.

Hardware and software

You are welcome and encouraged to do class assignments on your own machines. OpenGL is readily available on linux, windows and mac platforms. The support code will be tested on each of these platforms. However, we cannot guarantee that all the support code will run on all platforms.

If you do not wish to develop on a personal machine, you will have access to the 'myth' machines located on the second floor of Sweet Hall. These 3.2 Ghz DELL Dual-Xeon Linux boxes, named myth1 - myth29 are available for remote access. CS348b students are given non-exclusive priority access to these machines.

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, consult this ITSS web page. Registered students will get an extra 200MB of disk quota for the quarter.

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