(Advanced Topics in Computer Graphics)

## Course Overview

The goal of this course is to expose students to a wide range of state-of-the-art research, techniques, and systems in the field of computer graphics. The format of the course consists of weekly seminars, where each student is responsible for presenting 3-4 seminars AND participating in seminars other than his or her own. There is also be a final project but no exams. Students are graded on the quality of their presentations, accompanying write-up, participation in classroom discussions, and their final project. The final project entails rendering a 3D image using at least one of the techniques learned in the class.

This page is an index of all presentations for the course since 1995. This is meant to serve as a quick reference for people interested in the presented topics. The repository is categorized in two main ways. First, a chronological index by year and also an index by topic.## Chronological Index

## 1995 presentations

- Limits on Perception - Matt Ward
- Visualizing Information - Matt Ward
- N-Dimensional Brushing in XmdvTool - Allen Martin
- An Overview of AVS - Chris Bentley
- Designing Effective User Interfaces - Suzanne Martin
- Interfaces for Virtual Reality - Brian Lingard
- Volume Rendering with Marching Cubes - Matt Ward
- Fractal Surface Generation - Markus Altman
- Ray Tracing - Cheng-Ling Lin
- An Overview of IRIS Inventor - Darren Meyer
- Radiosity - Allen Martin
- Texture Mapping - Chris Bentley
- Animation Tricks - Suzanne Martin
- Bump Mapping - Brian Lingard
- Visualizing Sequence Relationships - Matt Ward
- Rasterizing Curves and Surfaces - Cheng-Ling Lin
- Parametric Curve Generation - Darren Meyer
- An Overview of IBM Visualization Data Explorer - Matt Ward
- Particle Systems - Allen Martin
- NURBS - Markus Altman
- Bezier Surfaces and the Teapot - Chris Bentley
- Stereoscopic Computer Graphics - Brian Lingard
- Free-form Deformation - Suzanne Martin
- Artificial Evolution - Markus Altman
- Morphing - Cheng-Ling Lin
- Graphics File Formats - Darren Meyer
- Noise, Turbulence, and Texture - Matt Ward
- Distributed Ray Tracing - Allen Martin
- Shadow Generation Techniques - Chris Bentley
- Virtual Reality in Medicine - Suzanne Martin
- Hardware Support for Windowing Operations - Markus Altmann
- Animating Articulated Objects- Brian Lingard
- Delaunay Triangulation - Cheng-Ling Lin
- Color Theory and Pre-Press - Darren Meyer
## 1997 presentations

- Visualizing Data - Matt Ward
- Noise, Turbulence, and Texture - Matt Ward
- An Overview of XmdvTool - Matt Ward
- An Overview of MAVIS - Matt Ward
- An Overview of OpenGL - Ben Lipchak
- An Introduction to VTK - Richard Resnick
- Optimizing Ray Tracing - Steve Segenchuk
- Facial Animation - Sudhir Kaushik
- Introduction to VRML - Carl Shimer
- Volume Rendering using Ray Casting - John Pawasauskas
- Generating Natural Objects using IFS and L-Systems - Chris Byrd
- Volume Rendering using Marching Cubes - Matt Ward
- An Introduction to Using Wavelets in Graphics - Ben Lipchak
- Visualizing Nominal Data - Richard Resnick
- Flow Visualization Techniques - Matt Ward
- Free Form Deformation - Carl Shimer
- Antialiasing Techniques - Sudhir Kaushik
- Color Quantization - Steven Segenchuk
- Implicit Surfaces using Metaballs - Matt Ward
- Hypertexture - Chris Byrd
- Decimation - John Pawasauskas
- Environmental Mapping - Sudhir Kaushik
- Multiresolution Viewing - Ben Lipchak
- An Incomplete History of Computer Graphics - Matt Ward
- Synthesizing Wood using Solid Texture - Steve Segenchuk
- Creative Glyphs - Richard Resnick
- BSP Trees in Graphics - Carl Shimer
- Placement Strategies for Glyphs - Matt Ward
- DirectDraw and Direct3d - Chris Byrd
- An Overview of Renderman - Sudhir Kaushik
- Cyclic Data Visualization - Ben Lipchak
- An Overview of MMX - John Pawasauskas
- Animating Water - Richard Resnick
- Visualization in Education - Steve Segenchuk
- Visualizing Livetopics with VRML - Carl Shimer
- Synthesizing Fireworks -Chris Byrd
- Video Compression and Transmission - John Pawasauskas
## 1999 presentations

- Implicit Surfaces using Metaballs - Matt Ward
- Volume Rendering using Marching Cubes - Matt Ward
- Biomedical Visualization - Tom Germano
- Warping Implicit Surfaces using Turbulent Wind Fields - Sean Dunn
- An Overview of Dimensional Stacking and N-Land - Matt Ward
- An Overview of XmdvTool - Matt Ward
- Hierarchical Parallel Coordinates - Ying-Huey Fua
- Using VTK for Finite Element Analysis - Yurong Sun
- Fractal Modeling of Natural Phenomena - Kris Babic
- Rendering Metallic Surfaces - Daniel Stroe
- Glyph Layout Strategies - Matt Ward
- Color Modeling and Theory - Sean Dunn
- Wavelets and Multiresolution Analysis - Tom Germano
- Multidimensional Scaling using MAVIS - Matt Ward
- Retargeting Human Motion - Ying-Huey Fua
- 2-D and 3-D Morphing - Yurong Sun
- Visualizing Relationships between Sequences - Matt Ward
- Modeling Human Hair - Kris Babic
- Distortion Effects for Zooming - Daniel Stroe
- Simulating Impressionistic Painting - Sean Dunn
- Flow Visualization and Line Integral Convolution - Matt Ward
- Some Limitations on Human Perception - Matt Ward
- Self-Organizing Maps - Tom Germano
- Office of the Future - Ying-Huey Fua
- 3D Graphical User Interfaces - Yurong Sun
- 3D Morphing - Daniel Stroe
- Simulating Water Colors - Kris Babic
- Lighting Effects - Sean Dunn
- Graph Drawing - Tom Germano
- Intro to IBM Data Explorer - Matt Ward
- Exotic Trees - Ying-Huey Fua
- An Overview of Java 3D - Yurong Sun
- Efficient Clipping of Arbitrary Polygons - Daniel Stroe
- Modeling Cloth - Kris Babic
## 2003 presentations

WeekTopicPresenterSlidesHTML Write-upWeek 2 Ray Tracing Part I(D. Mooney) (slides) Week 2 Ray Tracing Part II(Zack Waters) (slides) [ HTML write-up ] Week 3 Photon mapping Part I(Zack Waters) (slides) [ HTML write-up ] Week 3 Photon mapping Part II(Curt Fergusson) (slides) [ HTML write-up ] Week 4 Image-based rendering (intro and light fields)(Cliff Lindsay) (slides) [ HTML write-up ] Week 4 Image-based rendering (view interpolation and image warping)(Brad Goodwin) (slides) [ HTML write-up ] Week 5 BRDFs (overview)(Chuck Moidel) (slides) [ HTML write-up ] Week 5 BRDFs (Virtual gonioreflectometry)(guy Mann) (slides) [ HTML write-up ] Week 6 Acquiring rendering parameters (measurement)(Zack Waters) (slides) [ HTML write-up ] Week 6 Acquiring rendering parameters (IBR techniques)(Guy Mann) (slides) [ HTML write-up ] Week 7 Spectral BRDFs(Cliff Lindsay) (slides) [ HTML write-up ] Week 7 Surface imperfections(Curt Fergusson) (slides) [ HTML write-up ] Week 8 Interference(Chuck Moidel) (slides) [ HTML write-up ] Week 8 Diffraction(Daniel Mooney) (slides) Week 9 Faces and Skin(Brad Goodwin) (slides) [ HTML write-up ] Week 9 Human Hair(Curt Fergusson) (slides) [ HTML write-up ] Week 10 Rendering nature (plants)(Cliff Lindsay) (slides) [ HTML write-up ] Week 11 Rendering nature (waves, water)(Daniel Mooney) (slides) Week 11 Seashells(Chuck Moidel) (slides) [ HTML write-up ] Week 12 Birds, feathers(Brad Goodwin) (slides) [ HTML write-up ] Week 12 Butterflies and insects(Guy Mann) (slides) [ HTML write-up ] ## 2005 Presentations

WeekTopicPresenterSlidesWeek 1 Intro talkEmmanuel Agu (slides) Week 2 Designing a PC GameLinna Ma (slides) Week 2 Recent Advances in Augmented RealityKutty Banerjee (slides) Week 3 A Survey and Classification of RT Rendering Methods (pt 1)Kutty Banerjee (slides) Week 3 A Survey and Classification of RT Rendering Methods (pt 2)Songxiang Gu (slides) Week 4 TexturingCh 5 of RT Rendering (pt 1)Peter Lohrmann (slides) Week 4 TexturingCh 5 of RT Rendering (pt 2)Cliff Lindsay (slides) Week 5 BRDF thoery and factorizationSections 6.3, 6.4 of RT RenderingSongxiang Gu (slides) Week 5 Spherical Harmonic LightingMark Vessella (slides) Week 6 Pixel and Vertex ShadingSections 6.5, 6.6 of RT RenderingMatt Maziarz (slides) Week 6 Pixel and Vertex ShadingSections 1.1 - 1.2 or RT Rendering, and Ch 4 of RT Shading by Olanoet alFan Wu (slides) Week 7 Shader ProgrammingCh 9 of OlanoDan Adams (slides) Week 7 Shader ProgrammingSections 6.7 of RT Rendering, Cg tutorial excerptsMike Schmidt (slides) Week 8 Image-based RenderingCh 8 of RT RenderingSuman Nadella (slides) Week 8 Billboard CloudsJared Krechko (slides) Week 9 Culling and Acceleration TechniquesCh 9 of RT Rendering (pt 1)Mark Vessella (slides) Week 9 Culling and Acceleration TechniquesCh 9 of RT Rendering (pt 2)Cliff Lindsay (slides) Week 10 Pipeline optimization and graphics hardwareCh 10 of RT RenderingMIchael Schmidt (slides) Week 10 Pipeline optimization and graphics hardwareCh 15 of RT RenderingDan Adams (slides) Week 11 Polygonal Techniques and Geometric SimplificationCh 11 of RT RenderingLinna Ma (slides) Week 11 A Developer's Guide of Polygon SimplificationFan Wu (slides) Week 12 Point-based rendering, The use of points as a display primitiveJared Krechko (slides) Week 12 QSplat: A multiresolution point rendering system for large meshesMatt Maziarz (slides) Week 13 Adaptive GraphicsPeter Lohrmann (slides) Week 13 Flexible Point-based rendering on mobile devicesSuman Nadella (slides) ## 2007 Presentations

WeekTopicPresenterSlidesWeek 1 Intro talkEmmanuel Agu (slides) Chapter 1 Week 2 Geometry and TransformsChapter 2, Sections 3.1-3.2Emmanuel Agu (slides) Week 3 Shapes: Disks - Subdivision surfacesSections 3.3 - 3.7Yan Huang Week 3 Primitives and AccelerationChapter 4Travis Grant (slides) Week 4 Color and RadiometryChapter 5Robert Martin (slides) Week 4 Camera ModelsChapter 6Kevin Kardian (slides) Week 5 Sampling Theory - Image ReconstructionSections 7.1 - 7.2Tim Walsh (slides) Week 5 Stratified Sampling - Low Disc SamplingSections 7.3 - 7.4Steve Kazmierczak (slides) Week 6 Best candidate sampling - Image reconstructionSections 7.5 - 7.6Emmanuel Agu (slides) Week 6 Film and Image PipelineChapter 8Travis Grant (slides) Week 7 Reflection ModelsChapter 9Tim Walsh (slides) Week 7 MaterialsChapter 10Paulo G De Barros (slides) Week 8 Light sourcesChapter 13Robert Martin (slides) Week 8 Texture Sampling & antialiasing - Basic TexturingSections 11.1 - 11.3Travis Grant (slides) Week 9 Solid and Procedural TexturesSections 11.4- 11.5Alex White (slides) Week 9 NoiseSection 11.6Dmitriy Janaliyev (slides) Week 10 Volume ScatteringChapter 12Paulo G. De Barros (slides) Week 10 Monte Carlo IntegrationChapter 14Emmanuel (slides) Week 11 Russian Roulette - Sampling Reflectance FunctionsSections 15.1 - 15.5Alex White (slides) Week 11 Sampling Light Sources - Volume ScatteringSections 15.6 - 15.7Kevin Kardian (slides) Week 12 Direct Lighting - Path TracingSections 16.1 - 16.3Juan Li (slides) Week 12 Irradiance Caching - Particle TracingSections 16.4 - 16.5Steve Kazmierczak (slides) Week 13 Light Transport II: Volume renderingChapter 17Dmitriy Janaliyev (slides) Week 13 Summary and ConclusionChapter 18Juan Li (slides)