CS488 - Introduction to Computer Graphics - Lecture 24

Comments and Questions

  1. End of course topics

Table of Contents

1. Rendering

Scene to view plane

  1. What to put
    1. polygons: OpenGL
    2. points: ray tracing
    3. sub-points: anti-aliasing
  2. Where to put it: on the view plane
    1. projective transformations
    2. clipping
    3. occlusion
      1. painter's algorithm
      2. Warnock's algorithm
      3. Z-buffer
    4. reflection, refraction, scattering
    5. ray tracing
      1. intersection testing
      2. recursion
    6. light fields
  3. What colour is it
    1. lighting
      1. local
        1. diffuse
        2. directional
      2. global
        1. radiosity
        2. bidirectional ray-tracing
        3. light fields
      3. shadows
        1. projected
        2. mapped
        3. volumes
    2. surfaces
      1. reflectance
        1. highlights
        2. BRDF
      2. normal vector
        1. Gouraud shading
        2. Phong shading
      3. light and eye direction
    3. human eye
      1. colour models
        1. RGB
        2. XYZ
        3. full spectrum
      2. calibration
  4. Combination techniques
    1. ray tracing
    2. radiosity

2. Modelling

Creating the scene

  1. Placement
    1. Eye/camera
    2. Light sources
    3. Objects
      1. hierarchical modelling
  2. Object sources
    1. Imported
    2. Built from primitives
      1. by transformations
      2. by replication
        1. meshes
        2. spline surfaces
  3. Multiple objects
    1. CSG
    2. In one
      1. hierarchical modelling
      2. texture/bump/displacement mapping
  4. Colouring
    1. BRDF
    2. texture/bump/displacement mapping
    3. natural phenomena
  5. Modelling interfaces
    1. object creation
    2. object placement
    3. object editing
    4. animation
      1. keyframe
      2. interactive

Index

Coordinate frames

Ray Tracing

Reflectance

Texture Mapping

Transformations


Return to: