CS488 - Introduction to Computer Graphics - Lecture 24
Comments and Questions
- End of course topics
Table of Contents
1. Rendering
Scene to view plane
- What to put
- polygons: OpenGL
- points: ray tracing
- sub-points: anti-aliasing
- Where to put it: on the view plane
- projective transformations
- clipping
- occlusion
- painter's algorithm
- Warnock's algorithm
- Z-buffer
- reflection, refraction, scattering
- ray tracing
- intersection testing
- recursion
- light fields
- What colour is it
- lighting
- local
- diffuse
- directional
- global
- radiosity
- bidirectional ray-tracing
- light fields
- shadows
- projected
- mapped
- volumes
- surfaces
- reflectance
- highlights
- BRDF
- normal vector
- Gouraud shading
- Phong shading
- light and eye direction
- human eye
- colour models
- RGB
- XYZ
- full spectrum
- calibration
- Combination techniques
- ray tracing
- radiosity
2. Modelling
Creating the scene
- Placement
- Eye/camera
- Light sources
- Objects
- hierarchical modelling
- Object sources
- Imported
- Built from primitives
- by transformations
- by replication
- meshes
- spline surfaces
- Multiple objects
- CSG
- In one
- hierarchical modelling
- texture/bump/displacement mapping
- Colouring
- BRDF
- texture/bump/displacement mapping
- natural phenomena
- Modelling interfaces
- object creation
- object placement
- object editing
- animation
- keyframe
- interactive
Index
Coordinate frames
- vector spaces
- affine spaces
- Euclidean spaces
- Cartesian spaces
- projective spaces
Ray Tracing
- intersection tests
- recursion
- reflection
- shadows
- bidirectional
Reflectance
Texture Mapping
- colour
- normal vector
- displacement
Transformations
- affine
- projective
- on frames
- on points
- of normal vector
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