Fall 2022
An introduction to computer graphics with a focus on 3D rendering. Topics include representation and manipulation of 3D geometry, modeling, and rendering using both ray tracing and rasterization.
This course will give an introduction to the fundamentals of computer graphics, with a focus on rendering techniques. At the core of computer graphics is the modeling and rendering of synthetic scenes. We will begin by discussing some basic data structures for modeling 3-dimensional objects, then spend the bulk of the middle of the course covering two fundamentally distinct approaches to rendering. Beginning with image-order rendering, we will investigate raycasting, raytracing, and touch on more advanced image-order rendering techniques such as path tracing. We will then move on to object-order rendering, covering the basics of hardware-accelerated rendering using OpenGL and programmable shaders. Along the way, we will make heavy use of mathematics, in particular linear algebra, 3D geometry, and coordinate transformations. As time allows, we will delve into the details of the rasterization algorithms underlying OpenGL, as well as other topics that might include animation, spline curves, parametric surfaces, and global illumination.
On completion of CSCI 480, students will demonstrate:
Basic understanding of data structures and techniques for modeling 3-dimensional objects.
Thorough understanding of basic linear algebra and its applications to computer graphics, including the use of homogeneous coordinates and geometric transformations.
Basic understanding of the object-order graphics rendering pipeline and its constituent spaces, transformations, and algorithms.
Basic understanding of how to use a hardware-accelerated 3D rendering library such as OpenGL, including the ability to write simple vertex and fragment shaders.
Basic understanding of image-order rendering (ray-tracing) fundamentals.
On completion of CSCI 580, students will demonstrate:
Basic understanding of data structures and techniques for modeling 3-dimensional objects.
Thorough understanding of basic linear algebra and its applications to computer graphics, including the use of homogeneous coordinates and geometric transformations.
Thorough understanding of the object-order graphics rendering pipeline and its constituent spaces, transformations, and algorithms.
Basic understanding of how to use a hardware-accelerated 3D rendering library such as OpenGL, including the ability to write simple vertex and fragment shaders.
Thorough understanding of image-order rendering (ray-tracing) fundamentals.
Grades will be calculated as a weighted average of scores on the following course components, each of which is described in more detail below:
Notice that the 580 components add up to 110%, which is fitting for graduate students. 580 students’ scores will be scaled by a factor of 10/11 to map them back into the 0-100% range before letter grades are assigned.
The standard letter grade ranges apply (i.e., 90–100% is an A, 80–90% is a B, and so on). The calculated raw percentages may be curved at the instructor’s discretion, but any such curve used will not lower anyone’s grade. “+” or “-” cutoffs will be decided at the instructor’s discretion. Students who demonstrate mastery of the material will get grades in the A range, and it is my goal to give as many A’s as possible.
Four programming assignments will be given; some will be done individually, while others will be done in pairs. For each paired assignment, you must work with a different partner.
Approximately 4 short written homeworks will be assigned. The primary focus of these homeworks is to reinforce the mathematics underlying the concepts covered in class and make sure you’re prepared to implement the math in the programming assignments.
Since there is no final exam, the midterm exam is given later in the quarter. The midterm will be a take-home exam released on Friday, 11/4 and due by the start of class on Monday 11/7.
In place of a final exam, students will complete a final project, which will provide a chance to explore and implement a special topic beyond the basics covered in the programming assignments. Final projects may either be a significant extension of one of the programming assignments, or a standalone implementation on a separate topic. The final project will be done in groups of two or three. You will submit a project proposal by Friday of the 6th full week of class (11/4). Progress will be tracked via two weekly intermediate milestone deliverables. The final project source code, results, and writeup are due on Sunday night preceeding finals week (12/4), and each group will give a brief (5-minute) project presentation during our final exam slot (between 9:00 and 10:00am on 12/5).
Many class periods will include group problem-solving exercises, and later in the quarter we will have several in-class labs. Participation in group work, completion of labs, and responses to feedback surveys will be counted towards this component of your grade.
Graduate students will work in teams to prepare and lead a class on an advanced topic of their choice during the last week of classes. Typically, the topic of this class will either be an overview of an active sub-area of graphics research, or a deep dive into some topic not covered in lecture. The topic may coincide or overlap with your final project topic, but is not required to. Topics will be proposed and finalized alongside final projects.
The Schedule section of this page will be updated as the quarter progresses with topics, links to lecture slides, code examples, readings, and links to assignment and lab handouts. I suggest bookmarking this page; if you forget the URL and need to find your way back here, you can use link on the Syllabus page in Canvas.
We will use Canvas for announcements, grades, and submission of written homework. Programming and Homework Assignments will be linked from both the course webpage and the corresponding assignment on Canvas. Lecture notes and readings will be posted on the course webpage only.
It is your responsibility to make sure that you promptly become aware of Canvas Announcements as they are posted; Canvas should be configured to send you an email notification by default, but if you are unsure, please come see me in office hours.
This course assumes that you have basic familiarity with git. Programming assignments will be completed using git repositories hosted by GitHub and orchestrated by GitHub classroom. You will receive an invitation link to create a repository for each assignment, complete the assignment in a local copy of the repo, and submit by pushing your final changes to GitHub.
I take student feedback seriously. I appreciate any feedback you’re willing to give, and I will do my best to act on constructive feedback when possible. I will solicit feedback formally partway through the course, but you are welcome to provide feedback at any time in my office hours, by email, or if you desire anonymity you can use this Google Form.
This schedule is tentative and subject to change without notice. Slides/notes, assignments, readings, etc. will be posted and updated here throughout the quarter.
Date | Topics | Materials | Assignments | Suggested Readings | |
---|---|---|---|---|---|
9/21 (0) | 0 | Welcome; What is graphics? | slides | About You Survey out | 1 - Introduction |
9/23 | 1 | Logistics; Raster Images | slides | About You Survey due HW0 out A0 out |
3.1–3.3: Raster Images, Pixels, and Image Geometry |
9/26 (1) | 2 | Julia Demo; Vector basics | slides notes image_demo.jl |
2.1: Sets and Mappings 2.3: Trigonometry 2.4: Vectors |
|
9/27 | 3 | Triangle meshes - Geometry | slides problems |
12.1 - Triangle Meshes | |
9/28 | 4 | Triangle meshes - Normals | video
(watch ahead) slides live slides mesh viewer meshes problems |
2.5 - Curves and Surfaces | |
9/30 | 5 | Parametric Surfaces Triangle meshes - textures |
videos (watch ahead): L05A L05B L05C (optional) goals+announcements slides L05C notes problems |
HW0 due | 2.1- Sets and Mappings 2.5 - Curves and Surfaces 11.1 - Looking Up Texture Values 11.2.2 - Interpolated Texture Coordinates 11.2.5 - Continuity and Seams |
10/3 (2) | 6 | Ray tracing setup: ray generation and the canonical perspective camera | slides problems |
A0 due HW1 out A1 out |
4.1–4.3 - Basic Raytracing, Perspective, Viewing Rays CGFS Common Concepts, Part I Intro |
10/4 | 7 | Coordinate Frames and Bases General Perspective Cameras |
L07A
(3B1B; watch ahead) slides problems Google Slides |
2.4.5 - Orthonormal Bases and Coordinate Frames | |
10/5 | 8 | Ray-sphere intersection | slides notes problems |
2.2 - Quadratic Equations 4.4.2 - Ray-Sphere intersection CGFS Basic ray |
|
10/7 | 9 | Lights, Diffuse Reflection | slides problems |
4.5 - Shading CGFS Light |
|
10/10 (3) | 10 | Specular Reflection Shadows |
Videos (watch ahead): A (14:21); (slides) B (28:41); (slides) C (4:06); (slides) problems live slides |
HW1 due | 4.7 - 4.8 - Shadows and Specular Reflection CGFS Shadows, Reflection |
10/11 | 11 | Barycentric coordinates Ray-triangle intersection |
A (9:45) B (27:48) slides typed notes written notes live slides problems |
2.7 - Triangles 4.4.2 - Ray-triangle intersection |
|
10/12 | 12 | Advanced Ray Tracing | slides | A1 due A2 out HW2 out |
Chapter 13 - More Ray Tracing CGFS Beyond the Basics |
10/14 | 13 | A2 code overview | goals+announcements problems |
The A2 Handout | |
10/17 (4) | 14 | Acceleration Structures | Video (watch ahead): A (32:19) problems |
12.3 - Spatial Data Structures | |
10/18 | 15 | 2D Linear Transformations | slides notes problems P15 video |
5 - Linear Algebra 6.1 - Linear Transformations |
|
10/19 | 16 | Homogeneous Coordinates Affine Transformations Affine Composition |
slides messy notes problems |
HW2 due | 6.3 - Affine Transformations |
10/21 | 17 | Similarity Transformations 3D Transformations Transforming Directions and Normals |
slides messy notes |
6.2 - 3D Transformations | |
10/24 (5) | 18 | Object order introduction Viewing Transformations 1 |
slides notes whiteboard code |
A2 due HW3 out |
7 - Viewing 8.2 - Before and After Rasterization |
10/25 | 19 | Viewing Transformations 2 | slides problems notes demo |
7.1 - Viewing Transformations | |
10/26 | 20 | Perspective Viewing | slides notes problems |
A3 out | 7.2 - Projective Transformations 7.3 - Perspective Projection |
10/28 | 21 | Hierarchical Transformations | slides notes |
12.2: Scene Graphs | |
10/31 (6) | 22 | The Graphics Pipeline Hidden Surface Removal |
slides | HW3 due | 8: Graphics Pipeline |
11/1 | 23 | OpenGL Intro; Shading in GL | slides | 17: Using Graphics Hardware | |
11/2 | 24 | (CF 420) OpenGL Lab: Shader Basics |
slides lab handout lab skeleton notes GLSL Primer |
FP groups due | |
11/4 | 25 | Rasterization: lines | slides notes problems |
FP proposal due Midterm out |
8.1: Rasterization |
11/7 (7) | 26 | (CF 420) Line Lab |
Line Lab | Midterm due FP Proposal back |
8.1: Rasterization |
11/8 | 27 | Clipping | slides problems |
8.1: Rasterization | |
11/9 | 28 | Splines 1 | handwritten notes typed notes |
A3 due | 15: Curves; A primer on Bézier Curves |
11/11 | No Class - Veteran’s Day | ||||
11/14 (8) | 29 | Splines 2 | slides notes problems |
15: Curves; A primer on Bézier Curves | |
11/15 | 30 | Bézier Splines de Casteljau’s algorithm |
slides messy notes |
FP milestone 1 | 15: Curves; A primer on Bézier Curves |
11/16 | 31 | (CF 420) Spline Lab |
Spline Lab | 15: Curves; A primer on Bézier Curves | |
11/18 | 32 | Splines Wrap-up Splines Lab Continued |
slides Spline Lab |
||
11/21 (9) | 33 | Animation | slides | ||
11/22 | 34 | Filtering; Anti-Aliasing; Mip-mapping | slides | FP milestone 2 | |
11/23 | No Class - Thanksgiving Break | ||||
11/25 | No Class - Thanksgiving Break | ||||
11/28 (10) | 35 | Grad Presentations | Sean and Katie: Volumetric and Global
Illumination Ian and Changrui: Digital Halftoning and Error Diffusion |
||
11/29 | 36 | Grad Presentations | Angus and Brandon: Path Tracing | ||
11/30 | 37 | Grad Presentations | Dmitriy and John-Paul: Rendering and Polygonizing Isosurfaces | ||
12/2 | 38 | Grad Presentations | Raleigh, Rory, and Dylan: Neural Radiance Fields | ||
12/4 (Sunday) | FP Due (10pm) | ||||
12/5 (Monday) | Final Project Showcase: 9-10AM | slides |
It is expected that everyone will promote a friendly, supportive, and respectful environment in the classroom, labs, and project groups. Everyone’s participation will be equally welcomed and valued.
You have five “slip days” that you may use at your discretion to submit programming assignments or written homeworks late. Slip days cannot be used for the final project. You may use slip days one at a time or together - for example, you might submit each of five assignments one day late, or submit one assignment five days late. Each slip day moves the deadline by exactly 24 hours from the original deadline; if you go beyond this, you will need to use a second slip day, if available.
After your slip days are exhausted, a penalty of .1 * total_assignment_points * floor(hours_late/24 + 1) - that is, 10% of the total points per day late, will be applied.
To use slip days or submit work late, you do not need to let me know ahead of time. For written homeworks, simply submit to Canvas when you are ready, and I will apply slip days according to the submission time, noting the number of slip days used in your feedback. For programming assignments, you will complete your submission by pushing code to Github and filling out a Canvas survey. The submission time of the survey must be after your final push to Github and will be used as the time of submission.
Your programs will be graded on correctness, clarity, and efficiency (in that order).
A correct program is one that always produces the correct output for a given input. Also, a correct program does not produce unintended side-effects. The most effective way to ensure that your program is correct is to test, test, test. Test each component as you introduce it; once you are confident that a component works you can use it in other routines. Try to break your program in testing, and if you succeed, locate the bug and fix it. The better you test your program, the more likely it is to be correct - the more likely it is to be correct, the more likely you’ll earn a good score. Most of your grade will depend on the correctness of your code.
The easier it is to read and maintain your code, the easier it is to locate and remove bugs. Your program should be well organized, appropriately commented, and easy to maintain. To have a well-organized program, design your program thoughtfully and modularly. Think before you code: hacking away blindly leads to ugly, difficult-to-read code. If you do hack away, producing a functional but ugly wall of code, try to clean it up a bit. Make sure that your cleaning does not introduce new bugs.
As for comments, please follow these simple guidelines proposed by Emeritus Professor Osborne:
Your programs should be asymptotically efficient, e.g. checking graph reflexivity should be O(n), insertion into a balanced tree should be O(log n), etc. Do not optimize your code beyond the asymptotic level at the expense of clarity unless the benefits are substantial, and even then do so judiciously, and justify and document your optimizations in comments.
Individual programming assignments are to be completed independently. Students are welcome to discuss assignments with each other on a conceptual level, but each student should be writing their code independently and without direct help from fellow students. Sharing your code with others or looking at someone else’s code is an explicit violation of this collaboration policy. The best way to be absolutely sure you are collaborating appropriately is follow these two rules:
Automated tools will be used to check your code for plagiarism at the push of a button. They are not fooled by tricks such as changing variable naming and whitespace: in fact, hiding plagiarism is harder than doing the assignment.
For pair programming assignments, the above policy applies to any collaborations with people outside your group. In addition, each partner must be able to independently explain all of the code that your team submits. Pair programming is the recommended way to ensure that this guideline is met, but it is not strictly required. If one team member writes code separately, I suggest having the other team member perform a thorough code review.
All University-wide policies apply to this course, including those outlined at http://syllabi.wwu.edu. These policies cover issues including: