This course provides an introduction to the exciting field of computer graphics. It is the first in our computer graphics sequence. Please see the official UBC course description, for prerequisites and schedules.
TAs: To contact the TAs, please use the discussion board or visit one of the scheduled labs.
Lectures: MWF 10-11am Dempster 110.
Labs: There are 5 scheduled labs, held in ICICS 005. Attendance is not mandatory but highly recommended. TAs will be available in the labs to answer questions about the programming assignments, and to help with graphics concepts. Drop-ins are welcome in any of the labs.
Discussions: We will use Piazza for optional discussions. The course URL is http://piazza.com/ubc.ca/winterterm12017/cpsc314/home.
Grades and Email Announcements: These will be posted on Connect. Please log in at the beginning of the term, and read the instructions there.
Textbook:Foundations of 3D Computer Graphics by Steven J. Gortler, MIT Press, 2012.
This is a required text and we will assign reading and other work from it. The good news is that it is very good, compact, and relatively inexpensive. Even better news: it’s available online from UBC library, free to UBC students. No limits on access, everyone in the class can access the book at the same time. Caveat: the examples in the book are in OpenGL, not WebGL.
We will use “face-to-face grading,” i.e., you will be required to demonstrate that you understand why your program works. You must get a passing grade in assignments to pass the course.
Written Exams (60%): There will be three in-class quizzes (11% each) and one final exam (27%). You must get a passing grade in the final exam to pass the course.
Schedule: Quiz 1 on Sep 22 (F), Quiz 2 Oct 18 (W), Quiz 3 Nov 17 (F). Final Dec 19 (set by UBC).
Handback: Exams will be returned electronically. Log in to the following site using your ugrad CSID: https://www.ugrad.cs.ubc.ca/~cs314/handback/
The marks distribution is summarized in this table:
|40||programming assignments (4)|
|2||09-08||OpenGL pipeline, Assignment 1||L2.pdf||1|
|3||09-11||Nuts and Bolts, Assignment 1||L3.pdf|
|4||09-13||Geometry 1: Points, Vectors||L4.pdf||2|
|5||09-15||Geometry 1: Vectors,Transforms||L5.pdf||2|
|6||09-18||Geometry 1: Affine spaces 1||L6.pdf||3|
|7||09-20||Geometry 1: Translation, Frames||L7.pdf||3|
|8||09-25||Geometry 1: Rotation||L8.pdf||2.5,3|
|9||09-27||Geometry 1: Rotation, Frame Transformations||L9.pdf||4, 5|
|10||09-29||Frames in Graphics I||L10.pdf||5|
|11||10-02||Frames in Graphics II||L11.pdf||5|
|12||10-04||Cameras and Projection I||L12.pdf||10|
|13||10-06||Cameras and Projection II||L13.pdf||10|
|14||10-11||Projection and Depth||L14.pdf||10, 11|
|15||10-13||Projection wrapup, Vertex to Pixel||L15.pdf||12|
|16||10-16||Lighting and Shading||L16.pdf||14|
|17||10-20||Guest lecture – Real-time Rendering||L17.pdf|
|18||10-23||Lighting and Shading 2||L18.pdf||14|
|19||10-25||Lighting and Shading 3, Normals||L19.pdf||14, 3.6|
|20||10-27||Texture mapping 1||L20.pdf||15, A4|
|21||10-30||Texture mapping 2||L21.pdf||15, A4|
|22||11-01||Texture mapping 3, Q2 discussion||L22.pdf||15, A4|
|23||11-03||Texture mapping 4, Interpolation intro||L23.pdf||15, 9|
|25||11-08||Depth and Shadows||L25.pdf||11|
|26||11-10||Projector textures, Sampling Intro||L26.pdf||15.4,16|
|27||11-15||Sampling 2||L27.pdf||12.3, 16|
The assignment specs and starter templates can be downloaded from from the course git repository. You can log in with your CS undergrad id.
Assignment 1 is now available, due midnight September 17th.
Assignment 2 is now available, due midnight on October 13th.
Assignment 3 is now available, due midnight on November 3rd.
Assignment 4 is now available, due midnight on November 22nd.
See the wiki for more information, including pointers to several tutorials on the Web.
You can code and run small programs immediately using this html editor.
An excellent interactive demo of the transformations in the OpenGL/WebGL graphics pipeline is here: http://www.realtimerendering.com/udacity/transforms.html
There are a huge number of resources available, due to the widespread use of this language. We will just need basic working knowledge.
We are not dirctly using OpenGL in this course. However, since OpenGL is older, there are a lot of resources available. GLSL programs there should be directly relevant to us.
- OpenGL Programming Guide, 8th Edition (Red Book). This is the official guide, and includes GLSL. Try to get the latest edition, since OpenGL has changed a lot. The 7th edition may be OK, but earlier ones are not useful for this course.
Useful tutorials on the web
- OpenGL.org has latest documentation and reference material.