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Following each lecture I have listed the approximate (but usually not exhaustive) coverage of the topics that we covered in our lectures from the textbook by Hearn and Baker. The following reading suggestions are for the case when you do not fully understand what was discussed in the lectures. Unfortunately, the following list does not cover everything discussed in the class (there is no perfect textbook yet).
Discussion of course policies and course plan
Motivation, Overview
applications, pipeline
PDF(2), PDF(6)
HB: Chapter 1, Section 2.2
Graphics Display Technology
human visual system, graphics hardware, vector/raster graphics
PDF(2), PDF(6)
HB: Sections 2.1, 2.2, 2.3
Graphics APIs
OpenGL overview and Event-Driven Computing
PDF(2), PDF(6)
HB: Sections 2.9, 3.1 to 3.4, 3.16, 3.19, 3.24, 4.1 to 4.3
Textures Overview
Image-based and Procedural textures, OpenGL texturing
PDF(2), PDF(6)
HB: Parts of sections 10.17 and 10.21
Geometric Primitives
lines, triangles, basic linear algebra
PDF(2), PDF(6)
HB: Chapter 5 and Appendix A-1 through A-5
2D and 3D Transformations
translate, rotate, scale, shear, homogeneous coordinates, composition
PDF(2), PDF(6)
HB: Chapter 5
Line Scan-Conversion and Texture Mapping
overview, various alogrithms
PDF(2), PDF(6)
HB: Sections 3.4, 3.5
Color Spaces and Transparency
color models, gamma correction, dithering, blending
PDF(2), PDF(6)
HB: Chapter 12
Midterm Recap and Sample Midterm
Midterm Review Questions
Midterm Exam
Cullings, Depth Cues, and Collisions
VFC, backface, coherences, collision detection techniques
PDF(2), PDF(6)
HB: Sections 7.1, 9.2, 9.14 (collisions are not covered in textbook)
Visibility Determination
visibility techniques, Z-buffer, Painter's algorithm, Cells/Portals, BSP trees
PDF(2), PDF(6)
HB: Sections 9.1, 9.3, 9.5, 9.6, 9.7, 9.14
Illumination, Shading, Texturing
Ambient, Diffuse, Specular Illumination; Flat, Gouraud, Phong Shading; some texturing issues
PDF(2), PDF(6)
HB: Sections 10.1, 10.2, 10.3, 10.10, 10.20, 10.21
Interpolation and Approximation
piecewise interpolation, Bezier, B-Spline curves and surfaces
PDF(2), PDF(6)
Volume Rendering
overview, applications
Virtual Environments
overview, technologies
PDF(2)