EECS 773: Advanced Graphics
Brief Description
Advanced topics in graphics and graphics systems. Topics vary, but usually include most of the
following: photorealistic rendering; ray tracing; radiosity;
physically-based modeling, rendering, and animation;
GPU-based techniques; virtual reality.
Prerequisites
- Basic knowledge of 3D graphics and
shader-based OpenGL.
[EECS 672]
- Basic linear algebra and some calculus.
- Undergraduates enrolling in this course
must have credit in EECS 672. In addition, department policy states
that undergraduates cannot enroll in any 700-level course unless they have
an Engineering GPA of at least 3.0.
- Strong programming skills.
Reference Materials:
- Journals and Conferences
- ACM Transactions on Graphics, especially the annual issue containing the
proceedings of the ACM SIGGRAPH conference
- IEEE Computer Graphics and Applications
- IEEE Transactions on Visualization & Computer Graphics.
- Game Engine Architectures; General Graphics Programming
- 3D Games: Animation and Advanced Real-time Rendering, Alan Watt and Fabio
Policarpo, Addison-Wesley, 2003.
- 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, David H. Eberly,
Morgan Kaufmann Publishers, Academic Press, 2001.
- OpenGL Programming Guide, Dave Shreiner, Graham Sellers, John Kessenich,
and Bill Licea-Kane, Addison-Wesley, eighth edition, 2013.
- OpenGL SuperBible, Graham Sellers, Richard S. Wright, Jr., and
Nicholas Haemel, Addison-Wesley, sixth edition, 2013.
- Older books previously used in this course
- 3D Computer Graphics, Alan Watt, Addison-Wesley, third edition, 2000.
- Advanced Animation and Rendering Techniques: Theory and Practice, Alan Watt and Mark Watt, Addison-Wesley, 1992.
- An Introduction to Ray Tracing, Andrew S. Glassner (ed.), Academic Press, 1989.
- Physics-Based Animation, K. Erleben, J. Sporring, K. Henriksen, and H. Dohlmann,
Charles River Media, Inc., 2005.
- Principles of Digital Image Synthesis, Volume I, Andrew S. Glassner, Morgan Kaufmann Publishers, 1995.
- Principles of Digital Image Synthesis, Volume II, Andrew S. Glassner, Morgan Kaufmann Publishers, 1995.
- Other references
- Illumination and Color in Computer Generated Imagery, Roy Hall, Springer-Verlag, 1989.
- Computer Graphics: Principles and Practice, J. D. Foley, A. van Dam, S. Feiner,
and J. Hughes, Addison-Wesley, 1990.
- What Every Computer Scientist Should Know About Floating-Point Arithmetic, David Goldberg, ACM
Computing Surveys, Vol. 23, No. 1, March 1991, pp. 5-48.
Course topics frequently vary and usually include (not necessarily in this order):
- Review: points and vectors in affine and projective spaces;
fundamental geometric forms; empirical local lighting models
- Local versus global lighting & rendering; global methods including recursive ray tracing
and radiosity.
- Physically-based lighting models
- The architecture of high performance graphics and game engines
- Physics-based techniques (e.g., lighting models, animation, model interactions)
- Advanced applications of programmable shaders
- Animation tools (e.g., quaternions, interpolation)
- Other techniques including particle systems, recursive constructions,
point-based graphics, advanced texture mapping, antialiasing, etc.