You are responsible for the material in the readings. It may appear on the exams. Unless otherwise specified, we expect you to have done the reading for a particular week before the Friday lecture. You may find that its best to do readings before lectures earlier in the week.
Key:
There is no required reading this week. You can follow the links on the slides if you are interested.
15. Readings: Week 15, Animation, Ray tracing, and Image-based Rendering
(Optional) John Lasseter. Principles of traditional animation applied to 3D
computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44,
July 1987.
http://portal.acm.org/citation.cfm?id=37407
(Optional) WILLIAM T. REEVES, ACM Transactions on Graphics, Vol. 2, No. 2,
April 1983
http://portal.acm.org/citation.cfm?id=357320
Shirley Ch 10.1 --- 10.11, Ray tracing, except for 10.10 on Constructive Solid Geometry
Shirley Ch 25, Image based rendering
14. Readings: Week 14, Subdivision and Animation
Real-Time Rendering, 3e, 13.4 (subdivision curves), 13.5.1, 13.5.3, 13.5.4,
13.5.5 (subdivision surfaces)
Linux: /p/course/cs559-lizhang/public/readings/ 13_surfs_gleicher.pdf
Windows: P:\course\cs559-lizhang\public\readings\ 13_surfs_gleicher.pdf
(Optional) Computer Rendering of Stochastic Models, Comm of ACM, June, 1982,
p371-384
Linux: /p/course/cs559-lizhang/public/readings/p371-fournier.pdf
Windows: P:\course\cs559-lizhang\public\readings\p371-fournier.pdf
(Optional) Shirley, ch 16, overview of animation
Witkin, Particle System Dynamics, SIGGRAPH ’01 course notes on Physically
Based Modeling.
Linux: /p/course/cs559-lizhang/public/readings/ particles.pdf
Windows: P:\course\cs559-lizhang\public\readings\ particles.pdf
Witkin and Baraff, Differential Equation Basics, SIGGRAPH ’01 course notes on
Physically Based Modeling.
Linux: /p/course/cs559-lizhang/public/readings/ DiffEq.pdf
Windows: P:\course\cs559-lizhang\public\readings\ DiffEq.pdf
(optional) Shirley: ch 13.1-13.3
Redbook: ch 2, if you haven’t read it before
Real-Time Rendering, 2e, 12.2.1 (except Rational Bezier Patches)
Linux: /p/course/cs559-lizhang/public/readings/rtr-12-curves-surfaces.pdf
Windows: P:\course\cs559-lizhang\public\readings\rtr-12-curves-surfaces.pdf
Or a newer version
Real-Time Rendering, 3e, 13.2.1 (except Rational Bezier Patches)
Linux: /p/course/cs559-lizhang/public/readings/ 13_surfs_gleicher.pdf
Windows: P:\course\cs559-lizhang\public\readings\ 13_surfs_gleicher.pdf
12. Readings: Week 12, Texture Mapping
Redbook: Ch 9. It covers a lot of topics. I suggest you skim all of those topics first to have an overview of OpenGL on texture mapping. Later when you need to implement specific features, you know where to look for the details.
(Highly Recommended) Moller and Haines: Real-Time Rendering, 3e, Ch 6
Linux: /p/course/cs559-lizhang/public/readings/6_texture.pdf
Windows: P:\course\cs559-lizhang\public\readings\6_texture.pdf
(Optional) Shirley, Ch 11.4-11.8
This website has a very good java demo for solid texture. http://legakis.net/justin/MarbleApplet/
Paul Debevec maintains an excellent page describing history of environment map. http://www.debevec.org/ReflectionMapping/
If you want to try environment mapping but needs a probe image, you can download some at http://www.debevec.org/probes/
Implementing bump map is a little involved. Here is an online tutorial: http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
Implementing shadow map also involves some efforts. Here is an online tutorial: http://www.paulsprojects.net/tutorials/smt/smt.html
Redbook: Ch 6 (blending part)
11. Readings: Week 11, Texture Mapping
Redbook: Ch 9. It covers a lot of topics. I suggest you skim all of those topics first to have an overview of OpenGL on texture mapping. Later when you need to implement specific features, you know where to look for the details.
(Highly Recommended) Moller and Haines: Real-Time Rendering, 3e, Ch 6
Linux: /p/course/cs559-lizhang/public/readings/6_texture.pdf
Windows: P:\course\cs559-lizhang\public\readings\6_texture.pdf
(Optional) Shirley, Ch 11.4-11.8
8. Readings: Week 8, Bezier Curves
Shirley, Ch 15.6.2
7. Readings: Week 7, FLTK and Curves
FLTK Tutorial, http://pages.cs.wisc.edu/~cs559-1/tutorials
Shirley, Ch 15.1, 15.2, 15.3, 15.4, 15.5
Shirley, Ch 15.6.1
For another perspective on Bezier Curves, read Moller and Haines: Real-Time
Rendering, 2e, Ch 12.1.1, 12.12, 12.13, except (Rational Bezier Curves)
Linux: /p/course/cs559-lizhang/public/readings/rtr-12-curves-surfaces.pdf
Windows: P:\course\cs559-lizhang\public\readings\rtr-12-curves-surfaces.pdf
6. Readings: Week 6, Lighting and 3D User Interface
Shirley Chapter 9.1, 9.2
Shirley Chapter 13.3
Redbook chapter 4&5 (except all the topics that are related to color index mode)
Nate Robins' OpenGL demo: http://www.xmission.com/~nate/tutors.html
Some FLTK demo programs I showed, or tried to show but didn't succeed, in the class: demo. Or if you download the full FLTK package and build its demo project, you will get all (many more) demos. The ones I showed in class are just a very small portion of it.
5. Readings: Week 5, Anti-aliasing,Visibility, and OpenGL
Shirley Chapter 3.7
Shirley Chapter 8
Redbook Chapter 1, 2, and 3
4. Readings: Week 4, 3D Transform, Viewing, and Rasterization
Finish reading Shirley Chapter 6 on "transformation matrices"
Shirley Chapter 7 "viewing".
Shirley Chapter 3.1, 3.5, 3.6
Hertzmann, Painterly Rendering with Curved Brush Strokes of Multiple Sizes, SIGGRAPH 1998, section 2.1 (required), others (optional), check out their project page for more results.
Doug DeCarlo, Anthony Santella. Stylization and Abstraction of Photographs In SIGGRAPH 2002, pp. 769-776. (optional)
Edge Detection Tutorial (recommended but optional)
Shirley, Ch 5, Linear Algebra, Shirley, Ch 6.1, 2D Transform, Shirley, Ch 6.3, Translation, p151-152(1st paragraph)
(Optional) Image morphing: a survey, George Wolberg, Visual Computer 1998
Shirley Ch 3.1-3.4, Ch 20.1-20.2, Ch 6, except 6.2.2
Primary Readings: Shirley Ch. 4 and Interactive Tutorials, compositing tutorials
Read Shirley, Chapter 4. Sections 4.1-4.4 will give a good overview of the subject. We won't go into all of the detail of Section 4.5 in class, but some of the concepts will be important. You will need to understand convolution, filtering, aliasing, and how sampling can lead to aliasing.
I strongly recommend that you look at some of the interactive tutorials.
The "Optical Microscopy Primer" also has some really nice interactive tutorials, although their examples are more geared towards microscope images. Many are relevant (Spatial Resolution,Sharpness Adjustment (notice how sharpening introduces ringing). The Convolution Kernels demo will let you play with various kernels, ... This is a great resource - you might want to come back later in the semester to try out some of the other filtering types!
(alternate) Sampling theory is one of those things you might want to read about several times before you "get it." A great tutorial is Pat Hanrahan's Notes, although they are a bit mathematical. Mike Gleicher's tutorial on The Intuitions of Signal Processing are written for an application other than image processing, but cover the 1D material.
For image compositing, Alvy Ray Smith, "Image Compositing Fundamentals", (page 1-6 till the end of "premultiplication problems" required; others optional) and Tom Porter and Tom Duff, "Compositing Digital Images" (optional) are good references.
Primary Readings: Shirley, Chapters 1, 2, and part of Chapter 21 (pp. 477-486)
Chapter 1 is a brief intro.
Chapter 2 reviews some high school and collage math concepts that will be often used in the class.
Chapter 21 covers human vision more than what we discussed in class. There is also a good tutorial Elements of Early Vision for Computer Graphics by Jim Ferwerda. Its available on his web page.
(optional) There are many online tutorials on how digital camera works, for example, HowCameraWorks, autofocus, depth-of-field