Introduction to Computer
Graphics
Ed Angel
Professor of Computer Science,
Electrical and Computer
Engineering, and Media Arts
Director, Arts Technology Center
University of New Mexico
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Overview
• These lectures are for CS/EECE 433 Computer
Graphics at the University of New Mexico
Senior/graduate elective
• Ed Angel, Interactive Computer Graphics, A
Top-down Approach with OpenGL (Fourth
Edition), Addison-Wesley
• These lectures cover Chapters 1-6 in detail and
survey Chapters 7-12
• Each ppt file corresponds to one 50 minute
lecture (a few require a bit more time)
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Contact Information
[email protected]
www.cs.unm.edu/~angel
CS Office FEC 301F
(505) 277-6560
Arts Technology Center Office
(505) 277-2186
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Objectives
• Broad introduction to Computer Graphics
Software
Hardware
Applications
• Top-down approach
• OpenGL
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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/CS433 for
assignments and projects
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Resources
• Can run OpenGL on any system
Windows
Linux
Mac
• Get GLUT from web if needed
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References
• Other helpful references
OpenGL: A Primer, Ed Angel, Addison-Wesley,
(Second Edition), 2005
• Designed for students who need more
programming information
The OpenGL Programmer’s Guide (the
Redbook) and the OpenGL Reference Manual
(The Blue book), Addison-Wesley,
– The definitive references
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Web Resources
• www.opengl.org
• www.cs.unm.edu/~angel
• 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: Chapters 2-3
• Lectures 4-9
Architecture
GLUT
Simple programs in two and three dimensions
Interaction
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Outline: Part 3
• Part 3: Three-Dimensional Graphics
• Text: Chapters 4-6
• Lectures 10-20
Geometry
Transformations
Homogeneous Coordinates
Viewing
Shading
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Outline: Part 4
• Part 5: Implementation
• Text: Chapter 7
• Lectures: 21-23
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 8
• Lectures 24-27
Buffers
Bitmaps and Pixel Maps
Texture Mapping
Compositing and Transparency
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Outline: Part 6
• Part 6: Programmable Pipelines
• Text: Chapter 9
• Lectures 28-30
Shading Languages
GLSL
Vertex Shaders
Fragment Shaders
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Outline: Part 7
• Part 7: Hierarchy
• Text: Chapter 10
• Lectures: 31-34
• Tree Structured Models
Traversal Methods
Scene Graphs
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Outline: Part 8
• Part 8: Curves and Surfaces
• Text: Chapter 11
• Lectures: 35-39
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Outline: Part 9
• Part 9: Advanced Rendering
• Text: Chapter 12
• Lectures: 40-42
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Extra Lectures
• Marching Squares
• Virtual Trackball
• Display Issues
• Fractals
• Sampling and Aliasing
• Bump Mapping
• Environment Mapping
• Reflection and Transmission
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