EECS 672: Introduction to Computer Graphics

In-Class Materials

  1. Course Overview
  2. Introductory Concepts
  3. An Introduction to Shader-Based OpenGL
  4. 2D Summary and Transition to 3D
    1. OpenGL Graphics Pipeline: Simplified Overview (shows all currently programmable stages)
    2. OpenGL Graphics Pipeline: See page 10 of this Quick Reference Guide for further pipeline details.
    3. Shader-Based OpenGL: An Intermediate Summary
    4. Moving to 3D
  5. 3D Geometry and Attribute Modeling 101
  6. 3D Static Viewing 101
  7. 3D Dynamic Viewing 101
  8. 3D Lighting 101
  9. A Key Mathematical Interlude
    1. The Mathematics of Graphics and Modeling
    2. Deriving View Orientation and Projection Transformations
  10. 3D Lighting 102
  11. 3D Geometry and Attribute Modeling 102
  12. Additional resources for projects 3 and 4
    1. project3/PhongMaterial.h ; project3/PhongMaterial.c++
    2. project3/SceneElement.h ; project3/SceneElement.c++
    3. project3/TEMPLATE_Subclass.h ; project3/TEMPLATE_Subclass.c++
  13. Some Methods, Techniques, and Tools
    1. Texture Mapping
    2. Alpha blending for simulated translucency
    3. 3D Dynamic Modeling
    4. Polygon Tessellation (not to be confused with tessellation shaders discussed next in "Other OpenGL programmable shaders")
    5. Other OpenGL programmable shaders & Advanced Shader Memory Usage
    6. Stereo viewing
  14. An Introduction to freeform curves and surfaces