| Due date | Assignment |
| Mon 4/20 | Sections 8.8-8.10: cubic splines |
| Fri 4/17 | Section 10.11 (p.610-614): distributed ray tracing |
| Mon 4/13 | Section 10.4: Refraction and transparent surfaces (ray tracing) |
| Fri 4/10 | Section 10.11 (through "Ray-Polyhedron Intersections"): Ray tracing |
| Fri 4/3 | Section 10.21 (through page 658): OpenGL texture routines Section 9.3: hidden surface removal (depth-buffer algorithm) |
| Wed 4/1 | Section 7.9: 3D viewport transformation Section 9.2: backface culling Section 10.10: shading methods (flat, Gouraud, and Phong) |
| Wed 3/11 | Optional: Section 7.8: perspective projections (This coverage is more general and more complex than we will need.) |
| Mon 3/9 | Sections 7.10: overview of OpenGL's 3D viewing functions Section 7.5-7.6: orthogonal projections |
| Fri 3/6 | Section 10.20: lighting in OpenGL |
| Wed 3/4 | Section 10.3 (through "RGB Color Considerations"): more on illumination model |
| Mon 3/2 | Sections 10.2 - 10.3 (through "Diffuse Reflection"): illumination model |
| Fri 2/27 | eReserve Reading (Hill, Section 6.4): extruded surfaces,
surfaces of revolution (Continued from same article as last day.) |
| Wed 2/25 | eReserve reading (F.S. Hill, through page 274): polygonal meshes |
| Fri 2/20 |
Principles of traditional animation applied to 3D computer animation,
John Lasseter, Computer Graphics, July 1987 Available on-campus only. ACM grants permission to copy the article (not for direct commercial advantage). |
| Mon 2/16 | Section 5.8, 5.15: change of coordinate system as a linear
transformation Sections 7.3-7.4: 3D viewing transformation |
| Fri 2/13 | Appendix A-2: vectors, dot products, cross products Section 5.11 (remainder): general 3D rotations (You may skip the material on quaternion methods.) Optional: Section 5.14 -- 3D reflection and shear |
| Wed 2/11 | Section 5.9, 5.10, 5.12: 3D translation and scale Section 5.11 (through p.66): 3D rotation around Cartesian axes |
| Mon 2/9 | Sections 4.10 - 4.11: polygon rasterization algorithms |
| Fri 2/6 | Sections 3.5: line rasterization algorithms |
| Wed 2/4 | Sections 6.8 (through Sutherland-Hodgman): polygon clipping algorithms |
| Mon 2/2 | Sections 6.5 - 6.7 (through Cohen-Sutherland): point and line clipping algorithms |
| Fri 1/30 | Sections 6.1 - 6.3: 2D normalization and viewport
transformations (Sections 6.2 and 6.3 each discuss multiple approaches. The approach followed by OpenGL matches the discussions labeled "World-Coordinate Clipping Window" and "Mapping the Clipping Window into a Normalized Square.") |
| Wed 1/28 | Section 5.4: composite transformations Section 5.16: affine transformations Section 5.17: geometric transformations in OpenGL (We'll talk about how to use these in 2D.) Optional: Section 5.5: other geometric transformations (reflection and shear) |
| Mon 1/26 | Sections 5.1 - 5.3: 2D geometric (modeling) transformations |
| Fri 1/23 | Chapter 1: A nice overview of graphics applications, with beautiful pictures! (Can be read lightly.) |
| Wed 1/21 | Section 2.9: Introduction to OpenGL Section 3.24: OpenGL window reshape function Optional: Sections 3.2 - 3.4, 3.16: coordinate systems, points, lines, polygons |