Schedule
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 lectures are here only as indication and will likely change.
The readings are references to the list given below. Please note that the referenced chapter are for an old edition of the book. Please search for the appropriate reference in your edition.
date  topic  readings  out  due 

Sep 24  Introduction  Images  introduction  images  
Sep 29  Raytracing I  raytracing I  shading I  Hw1  
Oct 1  Raytracing I  raytracing I  shading I  Ray I  
Oct 6  Transformations  linear alg.  transforms  
Oct 8  Transformations  Viewing  transforms  viewing  Hw2  Hw1 
Oct 13  Modeling  Meshes  modeling  meshes  
Oct 15  Curves  curves  Model  Ray I 
Oct 20  Surfaces  Subdiv  surfaces  subdivision  
Oct 22  Animation  animation  Hw3  Hw2 
Oct 27  Animation  animation  
Oct 29  Graphics Pipeline  Texturing  pipeline  texturing  Anim  Model 
Nov 3  Texturing  Raytracing II  raytracing II  
Nov 5  Monte Carlo Integration  montecarlo  Hw4  Hw3 
Nov 10  Distribution Ray Tracing  dist. raytracing  
Nov 12  Rendering Equation  rendering equation  Ray II  Anim 
Nov 17  Path Tracing  path tracing  
Nov 19  Color, Tone Mapping  Hw5  Hw4  
Nov 24  TBD  
Nov 26   Thanksgiving   
Dec 1  Wrapup  Ray II, Hw5 
Readings
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. 1.11.8.1 
A basic introduction to computer graphics and some practicalities for implementing the algorithms. Please ignore the C++ descriptions.  
images  Shirley, Ch. 3.13.4 
A very basic introduction to digital images and compositing.  
raytracing I  Shirley, Ch. 10.110.7 
Basic raytracing: viewing rays generation, object intersection(sphere, triangle and polygon), shadows, reflection and refraction. We will not cover in detail the raypolygon intersection.  
shading I  Shirley, Ch. 9 
Basic surface shading with a difression on nonphotorealistic 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. 13.113.2 
A quick introduction to some of the common mesh data structures.  
curves and surfaces  Shirley, Ch. 15 
A fairly indepth review of curves, but not much on surfaces.  
subdivision  Zorin and Schroder, Ch. 13 
A very indepth course on subdivision surfaces. You sould only skim trhough this quickly. A full copy of the course can be found at http://mrl.nyu.edu/publications/subdivcourse2000/  
animation  Shirley, Ch. 16 
A nontechnical introduction to animation. A bit lacking in mathematical details.  
pipeline  Shirley, Ch. 3.53.7, 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. 10.810.9 
Support for hierarchies and sublinear 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. 