VGP351A
Spring 2010, 3 credits
Tuesday, 6:00PM - 9:45PM
Room #201
In this course students will be introduced to principles of 3D computer graphics using the OpenGL programming interface. Students will learn fundamental concepts of transformation, lighting, and texturing.
By the end of the course, students will be able to:
Display static and animated models using OpenGL.
Apply direct lighting and texturing to those models.
Debug common OpenGL problems.
Know where to look find additional OpenGL information.
The complete, up to date, course syllabus is also available on-line at the course website. The syllabus is available as both HTML and PDF.
This course is both programming and math intensive. Some background in C or C++ programming is required. Familiarity with object oriented programming principles will be very helpful but is not strictly required. Previous knowledge of matrix math and trigonometry is required and will be extremely important. Particularly tenacious students may be able to learn the required math during the term, but it will be a lot of extra work.
Required text:
Akenine-Moeller, Tomas and Haines, Eric and Hoffman, Mathaniel. Real-Time Rendering (3rd Ed.), AK Peters, Ltd., 2008. ISBN 978-1-56881-424-7.
There will be weekly assigned readings from this book. Equivalent readings from the second edition will also be listed. This textbook will also be used in VGP352 and VGP353. However, there will be readings in those courses that were added in the third edition.
The book also has a website that includes numerous additional references and sample code.
The following OpenGL reference books may prove to be very useful.
Rost, Randi J.. OpenGL Shading Language (2nd. Ed.), Addison-Wesley Professional, January 25, 2006. ISBN 0-32133-489-2.
Wright, Richard S.; Lipchak, Benjamin; and Haemel, Nicholas. OpenGL SuperBible: Comprehensive Tutorial and Reference (4th Ed.), Addison-Wesley Professional, June 2007. ISBN 0-321498-828.
OpenGL Superbible has a website, that includes source code and pre-built binaries. Earlier editions of this book are not suitable for this course because they do not cover the OpenGL shading language.
OpenGL Shading Language also has a website, that includes example shaders and some references. Earlier editions of this book should also be sufficient for this course.
In addition to paper and writing utensils, each student will need a removable storage device. The storage device will be used to both bring documents and sample code home from class and bring homework completed assignments to class. The storage requirements should be minimal, so a small USB flash-drive (256MB) should be sufficient.
Each student's grade in this course will be primarily based on a total of four single-week programming assignments and two two-week programming assignments. The remainder of the student's grade will be based on bi-weekly quizes and a final exam.
Programming assignments will be graded first and foremost on whether or not correct output is produced. The remaining points are based on the style of the program. This includes, but is not limited to, algorithm selection, code formatting, and naming conventions. A detailed rubric will be provided with each assignment.
Programming Assignments | |
Five graded programming assignments | 75 pts. |
Subtotal | 75 pts. (52%) |
Tests | |
In-class quizzes | 20 pts. |
Final Exam | 50 pts. |
Subtotal | 70 pts. (48%) |
Total | 150 pts. (100%) |
Some assignments may carry extra-credit opportunities, but they will be infrequent.
I do not accept late work. If you miss a deadline, you will not earn the points for that activity. There are no make-up opportunities. If you are unable to attend class on the due date for a assignment, please submit it by e-mail before class.
If you are not in class for an in-class exercise, you cannot earn those points. If you miss an entire class, you are responsible for obtaining copies of handouts and other classroom materials from your classmates.
Leave food and drink outside the class. Disciplinary action will be taken toward any student found using the equipment in an inappropriate manner, taking cell phone calls or surfing the web. Disruptive, disrespectful or rude behavior will not be tolerated.
Presenting the writings, images or paraphrased ideas of another as ones own, is strictly prohibited at the Art Institute of Portland. Properly documented excerpts from others works, when they are limited to an appropriate amount of the total length of a student's paper, are permissible when used to support a researched argument.
It is AiPD policy not to discriminate against qualified students with a documented disability in its educational programs, activities or services. If you have a disability-related need for adjustments or other accommodations in this class, contact the Disability Services Coordinator.
Amber Perrin
Disabilities Services Coordinator
The Art Institute of Portland
1122 NW Davis Street
Portland, OR 97209-2911
503-382-4836
<aperrin@aii.edu>
Lecture topics:
Course road-map
Graphics pipeline
OpenGL ``Hello, world!''
Setting up the graphics pipeline
Feeding the hardware data
Homework assignments:
Read:
Real-Time Rendering, 3rd edition, chapter 2 and chapter 3. You may skim section 3.3 (The Evolution of Programmable Shading) and 3.5 (The Geometry Shader).
Real-Time Rendering, 2rd edition, chapter 2. The second edition does not have the material from chapter 3 of the 3rd edition.
Programming assignment #1: 2D ellipse
Part 1: Due 4/13.
Part 2: Due 4/20
Lecture topics:
Modeling transformations
Viewing transformations
Projections
Homework assignments:
Read:
Real-Time Rendering, 3rd edition, chapter 4. Skip sections 4.3 (Quaternions) and 4.5 (Morphing).
Real-Time Rendering, 2rd edition, chapter 3. Skip section 3.3 (Quaternions).
Quiz #1. DO NOT BE LATE TODAY!
Lecture topics:
Hidden surface removal / occlusion
backface culling
painter's algorithm
z-buffer
occlusion queries
frustum culling
Homework assignments:
Read:
Real-Time Rendering, 3rd edition, chapter 14 up to section 14.3. In addition, skip sections 14.1.4 (Cache-Oblivious and Cache-Aware Representations) and 14.1.5 (Scene Graphs).
Real-Time Rendering, 2rd edition, chapter 9 up to section 9.4. In addition, skip section 9.1.4 (Scene Graphs).
Programming assignment #2: lit cubes
Part 1: Due 5/4
Part 2: Due 5/11
Part 3: Due 5/18
Lecture topics:
The physics of light and energy transport
Computer lighting models
Lambert
Phong
Blinn
Shading
flat
Goraud
Phong
Types of lights
infinite / directional
point
area
Homework assignments:
Read:
Real-Time Rendering, 3rd edition, chapter 5 up to section 5.6.
Real-Time Rendering, 2rd edition, chapter 4 up to section 4.4.
Quiz #2. DO NOT BE LATE TODAY!
Lecture topics:
Bounding volumes
Bounding spheres
Axis-aligned bounding boxes (AABBs)
Oriented bounding boxes (OBBs)
Heirarchies of BVs
More occlusion
heirarchical frustum culling
portal culling
Homework assignments:
Read:
Real-Time Rendering, 3rd edition, chapter 14 section 14.3 up to section 14.7.
Real-Time Rendering, 2rd edition, chapter 9 section 9.4 up to section 9.8. Skip sections 9.7.1 (Occlusion Horizons), 9.7.2 (Occluer Shrinking and Frustum Growing), and 9.7.6 (The HOM Algorithm).
Lecture topics:
Texture mapping, part 1
Homework assignments:
Read:
Real-Time Rendering, 3rd edition TBD.
Real-Time Rendering, 2rd edition TBD.
Quiz #3. DO NOT BE LATE TODAY!
Lecture topics:
Texture mapping, part 2
Homework assignments:
Read:
Real-Time Rendering, 3rd edition TBD.
Real-Time Rendering, 2rd edition TBD.
Programming assignment #3: textured world
Part 1: Due 5/25
Part 2: Due 6/1
Part 3: Due 6/8
Lecture topics:
Texture mapping, part 3
Homework assignments:
Read:
Real-Time Rendering, 3rd edition TBD.
Real-Time Rendering, 2rd edition TBD.
Quiz #4. DO NOT BE LATE TODAY!
Lecture topics:
Framebuffer blending
Multipass rendering
Stencil buffer
Homework assignments:
Read:
Real-Time Rendering, 3rd edition TBD.
Real-Time Rendering, 2rd edition TBD.
Lecture topics:
Antialiasing
Why is antialiasing important?
Primitive rasterization AA
Full-screen AA
Supersampling
Multisampling
Temporal AA
Homework assignments:
Read:
Real-Time Rendering, 3rd edition TBD.
Real-Time Rendering, 2rd edition TBD.