Computer Graphics
CS52 - Winter 2008
Instructor: Fabio Pellacini


The following schedule will be updated frequently with reference material and a more precise indication of what has been covered in class. Please note that the slides available for this website are slightly different from the ones used in class since the latter have more explanatory material. The topics for future leactures are here only as indication and will likely change. The readings are refererences to the list given below.

date topic readings out due
Jan 8 Introduction | Images introduction | images Hw1
Jan 10 Raytracing I raytracing I | shading I Ray I
Jan 12 --- cancelled ---
Jan 15 Raytracing I raytracing I | shading I
Jan 17 Transformations linear alg. | transforms Hw2 Hw1
Jan 22 Tansformations | Viewing transforms | viewing
Jan 24 Modeling | Meshes modeling | meshes Model Ray I
Jan 29 Curves curves
Jan 31 Surfaces | Subdiv surfaces | subdivision Hw3 Hw2
Feb 5 Animation animation
Feb 7 Animation animation Anim Model
Feb 12 Graphics Pipeline pipeline
Feb 14 Graphics Pipeline pipeline Hw4 Hw3
Feb 19 Texturing texturing
Feb 21 Raytracing II raytracing II Ray II Anim
Feb 26 Monte Carlo Integration montecarlo
Feb 28 Distribution Ray Tracing dist. raytracing Hw5 Hw4
Mar 4 Rendering Equation | Path Tracing rendering equation | path tracing
Mar 6 Color, Tone Mapping Ray II, Hw5


background Shirley, Ch. 2, Ch. 5
A review of mathematical concepts we will be using in class. We will not be covering this in details in class, but I will quickly review some topics as they come up. You might want to read this carefully if this material is new to you since we will be using it quite a bit during the course.
Topics range from trigonometry, parametric representations, points and vectors and linear algebra.
introduction Shirley, Ch. 1.1-1.8.1
A basic introduction to computer graphics and some practicalities for implementing the algorithms. Please ignore the C++ descriptions.
images Shirley, Ch. 3.1-3.4
A very basic introduction to digital images and compositing.
raytracing I Shirley, Ch. 10.1-10.7
Basic raytracing: viewing rays generation, object intersection(sphere, triangle and polygon), shadows, reflection and refraction. We will not cover in detail the ray-polygon intersection.
shading I Shirley, Ch. 9
Basic surface shading with a difression on non-photorealistic models for art and illustration.
linear algebra Shirley, Ch. 5
Linear algebra review. Don't bother too much about inverse computation, eigenvalues and SVD.
transforms Shirley, Ch. 6
2D and 3D geometric transformations.
viewing Shirley, Ch. 7
Viewing transformations. Do not try to memorize the matrices given, but concentrate on the concepts introduced. We will be looking at a simpler version of the matrices in class, so this chapter is good to look at the full formulation.
meshes Shirley, Ch. 13.1-13.2
A quick introduction to some of the common mesh data structures.
curves and surfaces Shirley, Ch. 15
A fairly in-depth review of curves, but not much on surfaces.
subdivision Zorin and Schroder, Ch. 1-3
A very in-depth course on subdivision surfaces. You sould only skim trhough this quickly. A full copy of the course can be found at
animation Shirley, Ch. 16
A non-technical introduction to animation. A bit lacking in mathematical details.
pipeline Shirley, Ch. 3.5-3.7, Ch. 8, Ch. 12
An introduction to the various algorithms used in the graphics pipeline.
texturing Shirley, Ch. 14
An introduction to texturing; covers more details on 3d textures than we have done in class.
raytracing II Shirley, Ch. 10.8-10.9
Support for hierarchies and sub-linear intersection for raytracing.
montecalro Shirley, Ch. 14
Introduction to Monte Carlo integration.
distribution ray tracing Shirley, Ch. 10.11
Distribution ray tracing.
rendering equation Shirley, Ch. 19, Ch. 24
Introduction to the rendering equation and reflection models. Uses a notation very different than ours that might be a bit confusing in some places.
path tracing Shirley, Ch. 25
Introduction to global illumination methods. Goes into more details on how to accurately compute direct lighting.