Lectures: FL-311, Tuesdays, 6pm - 8:50pm
Instructor: Prof. Emmanuel Agu, FL-139, 508-831-5568, emmanuel@cs.wpi.edu
Office Hours: Tuesdays 4 - 5PM; Others by appointmentRequired Text: Computer Graphics using OpenGL (Third edition) by F.S. Hill Jr. and S Kelley
Supplemental texts (Optional):
- (1) OpenGL(R) Distilled by Paul Martz,
- (2) OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition) by Richard S. Wright, Benjamin Lipchak and Nicholas Haemel
- (3) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) by Dave Shreiner and The Khronos OpenGL ARB Working Group
Facilities: You should do your assignments in C/C++ but may choose to develop your code on either Unix or Windows. Note that compiled graphics code tends to be large and may consume more than one megabyte of disk space. Very important: No matter what platform you write your code on, the final executable must run on the WPI CCC Unix machines with clear instructions in your documentation on how to run it. Your submitted code will be compiled, tested and graded on the machine ccc.wpi.edu. Make sure your code runs well on that machine before submitting it. Points will be deducted if you do not check that your code works on that machine.
Class Websites: The class website is at http://web.cs.wpi.edu/~emmanuel/courses/cs543/f10/. A myWPI class website has also been set up. Please post your questions on the discussion board to avoid excessive emails and so that everyone can benefit from answers given. You may send email to me if you have questions on matters that concern only you.
Software Utilities: Your programs will be written in OpenGL. OpenGL is installed on the CCC machines. For project 4, you will be provided a simplified interface to OpenGL, called MiniGL. You will get miniGL software later in the course.
Grade Policy: 50% exams (2 exams), 50% assignments (5 projects)
Notes:
- Reading is mandatory, working ahead is encouraged.
- Exams shall be based on lectures, readings and a bit of project knowledge, so class attendance is strongly encouraged.
- Working and discussions in pairs is okay. However, each student must turn in different and unique projects.
- Cheating is strictly forbidden
- Cheating (a.k.a., academic dishonesty), defined as taking credit for work you did not do or knowledge you do not possess, is strictly forbidden. First offenders will receive a zero grade for the assignment or exam in question and an academic dishonesty report will be filed with the Office of Student Affairs. Repeat offenders will receive an F for the course and the case will be brought before the campus hearing board (see Student Handbook).
- All assignments should be submitted using the turnin facility (For more info on turnin, see http://www.cs.wpi.edu/Help/turnin.html). Both your executable and source code must be turned in. Your documentation MUST include the structure of your project, what each file contains and instructions for compiling and running the program. Typically, a well-organized README ASCII text file is sufficient. Insufficient documentation will result in a loss of points. Data files should include a comment line at the start giving your name, the assignment for which it is intended, and the most recent date in which the file was changed. Please do NOT turn in hardcopies!! Your README file should be ASCII text so that the TAs can open them on the same machine they will do the grading. Do NOT send in documentation in Microsoft word or Apple MAC files.
Projects: There will be five projects (1 project in 2D and interaction, 3 projects in 3D, 1 project in ray tracing). The 3D projects involve the modeling and rendering of a robot for entry into an amateur robot design contest. You will model your robot using basic shapes. An approximation would be fine - I would not expect you to create a state-of-the-art model - but it should be recognizable. You can choose a fixed configuration of components (location and orientation of arms, legs, torso, etc) though those of you planning to carry out research or further projects in graphics might want to attempt some greater level of detail.
You should keep the level of detail and complexity in your object low until you get the basic functionality down, and then use your imagination to make it as interesting as you wish. For example, a basic robot could be approximated with a number of cylinders, spheres and boxes, and later enhanced by varying sizes, shapes, and detail. Late assignments (turned in after the start of class on the due date) will be penalized 15 percent per day. Assignments will not be accepted once it is late by 4 days or more.
Schedule:
Week 1 (Aug 31) Topics: overview, graphics intro, basic HW/SW, OpenGL/GLUT intro Reading: Ch 1 - 2 Project 0 Not to be submitted Week 2 (Sept 7) Topics: 2D systems, window-to-viewport mapping, clipping, Fractals, points, scalars, vectors Reading: , 3.1 - 3.2, Ch 9, 4.2-4.4, appendix 4 Project 1 Due Tue, Sept 21, 2010, 6PM Week 3 (Sept 14) Topics: 3D Transformations and coordinate systems, 3D modeling Reading: ch 5.2 - 5.5 Week 4 (Sept 21) Topics: 3D modeling using polygonal meshes, the synthetic camera, 3D viewing, view volume and projection Reading: 6.1, 6.2, ch 7.1 - 7.4, 8.1-8.3 Project 2 Due Tue, Oct 5, 2010, 6PM Week 5 (Oct 5) Topics: 3D clipping, illumination, shading Reading: section 7.4, ch 8.2 Project 3 Due Tue, Oct 19, 2010, 6PM Week 6 (Oct 12) Topics: Texturing, Hidden Surface Removal, Shadows Reading: section 8.4 - 8.6 Week 7 (Oct 19) Midterm Exam: Wed, Oct 19, in-class Week 8 (Nov 2) Topics: raster graphics (line drawing, polygon fill, etc) Reading: ch 9 Project 4 Due Tue, Nov 17, By class time Week 9 (Nov 9) Topics: Curves, Color spaces, ray tracing Reading: Chapter 10, 11, 12 Week 10 (Nov 16) Topics: Ray tracing Reading: ch 12 Week 11 (Nov 23) (No class on Nov 23: Thanksgiving break) Week 12 (Nov 30) Topics: Ray tracing Reading: ch 12 Project 5 Due Mon, Dec 13, 9AM Week 13 (Dec 7) Topics: Ray tracing Reading: ch 12 Week 14 (Dec 14) Final Exam: Tue, Dec 14, in-classClass Slides
Old Exams
- Lecture 1 (part I) [ Introduction to Graphics ]
- Lecture 1 (part II) [ Introduction to OpenGL/GLUT Part I ]
- Lecture 1 (part III) [ Introduction to OpenGL/GLUT Part II ]
- Lecture 2 (part I) [ 2D Graphics Systems ]
- Lecture 2 (part II) [ Tiling, zooming, 2D clipping ]
- Lecture 2 (part III) [ Fractals ]
- Lecture 3 (part I) [ Points, scalars and vectors ]
- Lecture 3 (part II) [ Introduction to 2D Transforms ]
- Lecture 4 (part I) [ 3D Affine Transforms ]
- Lecture 4 (part II) [ Introduction to 3D Modeling ]
- Lecture 4 (part III) [ 3D Modeling with Polygonal Meshes ]
- Lecture 5 (part I) [ 3D viewing and Flexible Camera Control ]
- Lecture 5 (part II) [ Projection ]
- Lecture 6 (part I) [ 3D clipping and Viewport Transformation ]
- Lecture 6 (part II) [ Lighting and Materials ]
- Lecture 7 (part I) [ Phong Illumination and Shading ]
- Lecture 7 (part II) [ Hidden Surface Removal ]
- Midterm Review slides [ Midterm Review ]
- Lecture 8 (part I) [ OpenGL Shading Language (Part I) ]
- Lecture 8 (part II) [ OpenGL Shading Language (Part II) ]
- Lecture 9 (part I) [ Texture mapping ]
- Lecture 9 (part II) [ Raster graphics: Line drawing ]
- Lecture 9 (part III) [ Raster graphics: Drawing polygons and antialiasing ]
- Lecture 10 (part I) [ Ray Tracing (part I) ]
- Lecture 10 (part II) [ Ray Tracing (part II) ]
- Lecture 11 (part I) [ Ray Tracing (part III) ]
- Lecture 11 (part II) [ Ray Tracing (part IV) ]
- Lecture 11 (part III) [ Ray Tracing (part V) ]
- Lecture 12 (part I) [ Curves ]
- Lecture 12 (part II) [ Advances in Graphics ]
- Final Review slides [ Final Review ]
Main Web Resources
- Sample Midterm Exam [ Fall 06 Midterm Exam ]
- Sample Final Exam [Fall 06 Final Exam ]
- 2004 Spaceship Gallery
- Gallery from 2001 class
- OpenGL Page by Nate Robbins
- Help on How to Write a Makefile
- GLUI, a GLUT-based User Interface by Paul Rademacher at UNC allows you to add add controls such as buttons, checkboxes, spinners, etc. to OpenGL applications, (painlessly).
- OpenGL.org: Getting started with OpenGL
- OpenGL.org Website