This schedule gives the topics planned for each lecture. It also shows homework due dates, exams, and readings. Unless otherwise specified, readings are sections in the course text, and should be completed before coming to the corresponding lecture. (The text at the very beginning of chapter i is referred to below as i.0.)
This schedule is subject to change. Hit “reload” to be sure you’re seeing the most recent revision (the timestamp of the revision you’re looking at is shown at the bottom of the page). We will make a best effort to ensure that the schedule is accurate both historically and for one week in the future. Anything scheduled for more than a week in the future is only an estimate.
L0 — brief history of computer graphics; course overview
snow day
L1 — floating point math; vectors; vector algebra
MLK day
L2 — coordinate frames; segments and rays in 2D, segment intersection
L3 — lines in 2D; “triangle asteroids” example; output devices
L5 — concept of sampling; antialiasing; color perception; color spaces
snow day
L6 — image compression; alpha blending; image scaling
L7 — graphical user interfaces; event-driven programming; user interaction
L8 — rectangles and polygons in 2D; tessellation
L9 — triangle meshes; barycentric coordinates; rasterizing triangles
L10 — rigid and non-rigid transformations in 2D; homogeneous coordinates; scene graphs
L11 — implicit and parametric curves in 2D; local curve properties
L11 — continued
President’s day
L12 — piecewise polynomial curves in 2D; interpolating curves and splines
5–6pm review session for exam 1 in 166WVH
spring break
spring break
spring break
5–6pm review session for exam 1 in 166WVH
L13 — Bézier curves in 2D and the de Casteljau algorithm
L14 — pose interpolation in 2D; keyframe animation; navigating in 2D
project presentations
project presentations
L15 — homogeneous transforms in 3D; rotation in 3D
L16 — curves and surfaces in 3D; 3D ray intersection with sphere, plane, and triangle
L16 — continued
L17 — viewpoint transformation; parallel and perspective projection; navigating in 3D
L18 — painter's algorithm; z-buffer hidden surface removal; 3D rasterization pipelines
L19 — bounding volumes and picking in 3D; culling and clipping in 3D
L20 — lighting, material properties, and surface shading
L22 — texture mapping
L22 — continued
review for exam 2
Patriots’ day