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Introduction to Computer

Graphics

Ed Angel
Professor Emeritus of Computer Science
Founding Director, Arts, Research,
Technology and Science Laboratory
University of New Mexico

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Overview

These lectures are for CS/EECE 412 Computer


Graphics at the University of New Mexico
- Senior/graduate elective
Based on Ed Angel and Dave Shreiner,
Interactive Computer Graphics, A Top-down
Approach with OpenGL (Sixth Edition), Addison-
Wesley, 212
These lectures cover Chapters 1-5 in detail and
survey Chapters 7-11
Each ppt file corresponds to one 50 minute
lecture (a few require a bit more time)
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Contact Information

angel@cs.unm.edu
www.cs.unm.edu/~angel

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Objectives

Broad introduction to Computer Graphics


- Software
- Hardware
- Applications
Top-down approach
Shader-Based OpenGL compatible with
- OpenGL 3.1 (and later)
- Open GL ES 2.0
- webGL

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Prerequisites

Good programming skills in C (or C++)


Basic Data Structures
- Linked lists
- Arrays
Geometry
Simple Linear Algebra

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Requirements

3 Assigned Projects
- Simple
- Interactive
- 3D
Term Project
- You pick
See www.cs.unm.edu/~angel under Book
Support for other info

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Resources

Can run OpenGL on any system


- Windows: check graphics card properties for
level of OpenGL supported
- Linux
- Mac: need extensions for 3.1 equivalence
Get GLUT from web if needed
- Provided on Macs
- freeglut available on web
Get GLEW from web
WebGL: most newer browsers
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References

www.opengl.org
- Standards documents
- Sample code
The OpenGL Programmers Guide (the
Redbook) 7th Edition
The definitive reference
Mixes 3.0 and 3.1
OpenGL Shading Language, 3rd Edition
OpenGL ES 2.0 Programming Guide
All Addison-Wesley Professional
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Web Resources

www.cs.unm.edu/~angel/SFX_GRAPHICS
www.cs.unm.edu/~angel/BOOK
www.cs.unm.edu/~angel/CS433
- Pre 3.1 version
Additional materials available to instructors
through their Addison-Wesley
representatives

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Outline: Part 1

Part 1: Introduction
Text: Chapter 1
Lectures 1-3
- What is Computer Graphics?
- Applications Areas
- History
- Image formation
- Basic Architecture

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Outline: Part 2

Part 2: Basic OpenGL


Text: Chapter 2
Lectures 4-11
- Architecture
- GLUT
- Simple programs in two and three dimensions
- Basic shaders and GLSL
- Interaction

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Outline: Part 3

Part 3: Three-Dimensional Graphics


Text: Chapters 3-5
Lectures 12-22
- Geometry
- Transformations
- Homogeneous Coordinates
- Viewing
- Lighting and Shading

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Outline: Part 4

Part 5: Implementation
Text: Chapter 6
Lectures: 23-25
- Approaches (object vs image space)
- Implementing the pipeline
- Clipping
- Line drawing
- Polygon Fill
- Display issues (color)

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Outline: Part 5

Part 4: Discrete Methods


Text: Chapter 7
Lectures 26-30
- Buffers
- Texture Mapping
- Shader Applications
- Compositing and Transparency

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Outline: Part 6

Part 6: Hierarchy and Procedural Methods


Text: Chapters 8-9
Lectures: 31-34
Tree Structured Models
- Traversal Methods
- Scene Graphs
- Particle Systems

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Outline: Part 7

Part 7: Curves and Surfaces


Text: Chapter 10
Lectures: 35-38

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Outline: Part 8

Part 8: Advanced Rendering


Text: Chapter 11
Lectures: 39-40

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Extra Lectures

Marching Squares
Virtual Trackball
Environment Mapping
Shadows
Fractals
Display Issues
Bump Mapping
Sampling and Aliasing
Reflection and Transmission 18
Angel and Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012

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