These course notes are visible only from umd.edu domains.
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 Alan Watt. 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)
(not covered in Watt's textbook)
Graphics Display Technology and OpenGL
human visual system, graphics hardware, vector/raster graphics, graphics APIs, OpenGL
PDF (2), PDF (6)
(not covered in Watt's textbook)
GLUT overview, Pixel Operations
event-driven computing, bitmaps, pixmaps
PDF (2), PDF (6)
Watt: Section 6.4.1
Line and Polygon Scan-Conversion
various algorithms for each
PDF (2), PDF (6)
Watt: Sections 6.4.2, 6.5
Clipping and Culling
2D Line and Polygon Clipping, backface culling, view-frustum culling
PDF (2), PDF (6)
Watt: Sections 6.1, 5.2.1, 5.2.2
2D Transformations
translate, rotate, shear, scale, homogeneous coords, normals
PDF (2), PDF (6)
Watt: Chapter 5
Illumination and Shading
illumination models and shading methods
PDF (2), PDF (6)
Watt: Sections 6.2, 6.3
Illumination and Texturing
BRDF, BSSRDF, Fresnel Term, Texture mapping
PDF (2), PDF (6)
Watt: Sections 7.3, 7.4, 7.5, 7.7, 7.8
Texture Mapping
Perspective Foreshortening, Bump, Normal, Displacement, Environment, OpenGL
PDF (2), PDF (6)
Watt: Sections 8.1, 8.4, 8.6, 8.8
Anti-aliasing, Color
Sampling, Filtering, Dithering, Transparency
PDF (2), PDF (6)
Watt: Chapter 14, 15.1, 15.2, 15.5.4
Visibility Algorithms
visibility scan-conversion, visibility culling
PDF (2), PDF (6)
Watt: Sections 6.6, 6.7, 2.3
Multipass Rendering
Antialiasing, depth of field, motion blur, light maps, shadow generation
PDF (2), PDF (6)
Watt: Sections 8.5, 9.1, 9.2, 9.3.1, 9.3.3, 9.3.4
Review of the course thus far
Midterm Exam
Spring Break
Ray Tracing
basic algorithm, ray-object intersections, distribution ray tracing, efficiency issues
PDF (2), PDF (6)
Watt: Sections 10.3.1, 10.6, Chapter 12
Radiosity
basic algorithm, progressive radiosity, potential problems
PDF (2), PDF (6)
Watt: Sections 11.1, 11.2, 11.4, 11.5, 11.6
Interpolation and Approximation
natural cubic splines, Bezier, and B-Splines
PDF (2), PDF (6)
Watt: Sections 3.1, 3.2, 3.4, 3.5
Volume Rendering
various approaches
Watt: Chapter 13
Multiresolution hierarchies for 3D Graphics Meshes
motivation, overview, view-independent (static), view-dependent (dynamic)
PDF (2), PDF (6)
Not covered in Watt's book
Multiresolution hierarchies for 3D Graphics Meshes
simplification operators, error bounds, perceptual criteria
PDF (2), PDF (6)
Not covered in Watt's book
Virtual Environments
history, applications, technology
PDF (2)
Not covered in Watt's book
Computer Animation
overview
PDF (2), PDF (6)
Sections 17.1, 17.2, 17.5 + overview of Sections 17.3, 17.4, 17.6