00106501: Computer
Graphics
(Spring-Summer
2017)
Graphics&Geometric Computing Laboratory
School of Mathematical Sciences
University of Science and Technology of China
Announcements General
Course Goals
Texts
Grading
Syllabus
Assignments
Requirements on Assignments
Professional Conduct
Miscellaneous
Announcements
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June 10:
课程项目展示
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May 15:
期末考试时间:2017年5月23日星期二下午13:30-15:30
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April 25:
Homework 8作业批改说明及参考代码
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April 20:
Project, deadline is
Sunday, May 14, 2017 (3 weeks)
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April 20:
Homework 7作业批改说明及参考代码
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April 13:
Homework 8, deadline is
Sunday, April 23, 2017
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April 11:
Homework 6作业批改说明及参考代码
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April 07:
Homework 7, deadline is
Sunday, April 16, 2017
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Mar. 28:
Homework 5作业批改说明及参考代码
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Mar. 23:
Homework 6, deadline is
Sunday, April 09, 2017 (2 weeks)
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Mar. 21:
Homework 4作业批改说明及参考代码
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Mar. 16:
Homework 5, deadline is
Sunday, Mar. 26, 2017
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Mar. 14:
Homework 3作业批改说明及参考代码
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Mar. 10:
Homework 4, deadline is
Sunday, Mar. 19, 2017
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Mar. 09:
Homework 2作业批改说明及参考代码
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Mar. 02:
Homework 3, deadline is
Sunday, Mar. 12, 2017
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Feb. 28:
Homework 1作业批改说明及参考代码
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Feb. 23: Homework 2, deadline is
Sunday, Mar. 05, 2017
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Feb. 16:
Homework 1, deadline is
Sunday, Feb. 26, 2017
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Feb. 16:
C++热身练习参考代码
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Feb.
15: 所有作业都通过SmartChair系统进行递交,详细操作见:作业递交系统说明
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Feb.
15: 学生课程ID号
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Feb. 04:
C++ 热身练习, deadline is
Sunday, Feb. 19, 2017
(该练习不必递交,自己按要求练习,并与参考代码对比学习)
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Feb.
04: 课程主页开通
General
Course Goals
The course of Computer Graphics is a
study of the hardware and software principles of interactive raster graphics.
Topics include an introduction to the basic concepts, 2-D and 3-D modeling and
transformations, viewing transformations, projections, rendering techniques,
graphical software packages and graphics systems. Students will use a standard
computer graphics API to reinforce concepts and study fundamental computer
graphics algorithms.
The goals of this course are to provide a broad exposure to the computer
graphics field in order to be prepared for follow-on study and to help students
learn the state-of-the-art in the field of computer graphics.
Texts
参考教材:
E. Angel, Interactive Computer Graphics — A top-down approach using OpenGL™, 6th
ed., 2011. (国内有影印版)
(中文翻译版:交互式计算机图形学—基于OpenGL的自顶向下方法(第五版),电子工业出版社,2012)
Readings:
Various
journal, conference, or WWW materials as appropriate.
Grading
Credit toward the semester grade will
be allocated to each of the components as indicated in the following table.
Assignments |
40% |
Projects |
20% |
Final Exam |
40% |
Note: Final examination will be
in-class, closed-book. More information will be provided prior to it.
Syllabus
Note: Here you can view or
download the notes that we use in class. DO NOT depend solely on these notes as
many details are missing. You should read the textbook and take notes in class.
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Course 01: 课程介绍
- Course 02:
C++编程与QT编程介绍(可见Homework1中的文档)
- Course 03: 图像初步
- Course 04: 图像处理介绍
- Course 05: 图形显示系统及光栅化
- Course 06: 二维图形的绘制
- Course 07: 重心坐标
- Course 08: 网格曲面
- Course 09: 离散微分几何
- Course 10: 图形渲染管线
- Course 11: OpenGL介绍
- Course 12: OpenGL-纹理映射及参数化
- Course 13: 三维建模
- Course 14: 形状编辑
- Course 15: 几何变换
- Course 16: 投影变换
- Course 17: 四元数与旋转
- Course 18: 裁剪与消隐
- Course 19: 光照模型
- Course 20: 光线跟踪
- Course 21: 纹理映射
- Course 22: GPU着色器编程(shader)
- Course 23: 三维建模软件
- Course 24: 三维扫描
- Course 25: 三维打印
- Course 26: 虚拟现实与增强现实
- Course 27: 开源硬件Arduino
- Course 28: 视频编辑Premier
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下载课件
Assignments
Homework
-
C++ 热身练习, deadline is
Sunday, Feb. 19, 2017
(该练习不必递交,自己按要求练习,并与参考代码对比学习)
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Homework 1, deadline is
Sunday, Feb. 26, 2017
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Homework 2, deadline is
Sunday, Mar. 05, 2017
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Homework 3, deadline is
Sunday, Mar. 12, 2017
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Homework 4, deadline is
Sunday, Mar. 19, 2017
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Homework 5, deadline is
Sunday, Mar. 26, 2017 (2 weeks)
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Homework 6, deadline is
Sunday, April 09, 2017
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Homework 7, deadline is
Sunday, April 16, 2017
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Homework 8, deadline is
Sunday, April 23, 2017
Projects
Note:
作业递交系统说明
Requirements on Assignments
Requirements
- All students are expected to study
the relevant portions of the textbook and handouts in conjunction with our
class discussions (i.e., before coming to class). Explicit reading
assignments will not always be given.
- All programming for this course
will be done in C++ according to
the standard coding styles. We will compile and test programs on MS Visual C++
Version 6.0 or MS Visual Studio 2008+ under Windows XP (or Windows 7). It is the responsibility of the student to
submit a program that will successfully compile and execute on the specified
platform.
Assignment Submission
- All students are expected to
complete their homework assignments by their due dates.
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Submission stuffs
Your ID number, your name, the
assignment number or name, source codes, related document
- Grading of programming assignments
will be based on the following criteria:
1. Correctness of program.
2. Output from program that adequately demonstrates correctness.
3. Documentation, internal and external, included as standards.
4. Efficient use of algorithms and appropriate data structures.
5. Stress - program must function correctly under all and/or extreme and
unusual combinations of input.
6. Creativity - credit for innovation in interface, implementation, style,
etc.
- Submission approach
Please submit your assignment stuffs via my FTP not via email.
- Late Work
No late work will be accepted. If you know you will miss a test due to an
excused absence, you must contact me ahead of time to schedule a make-up
session.
- Late programming assignments
follow the following rules:
25% deduction for 1-day late
50% deduction for 2-day late
Not accepted after being 2-day late
Regarding your marks, contact the grading TA within two weeks after the
assignment is handed back. After this two-week period, your assignment stays
as it is graded.
What constitutes Creativity ?
Creativity is any substantial improvement beyond the basic solution - it can be
applied to any part of the project. For example, the following are relevant in
most cases :
- User Interaction
̶
It would be nice to present the user
with options to either test the program using internal tests or an
interactive interface
̶
Work around limitations in the
program. For example, if the program asks for lines of input and quits when
it sees "X", invent a special syntax (called an escape sequence) to allow
the user to type in "X" without the program exiting. Hypothetically, if the
user enters $X the program interprets it as X, if the user enters $$ the
program interprets it as $ and if the user enters X the program exits.
- Visualization
̶
A representation of how data is
actually being stored in the data structure, by specific position and value
(this would even help greatly with debugging) - this could be accomplished
with specialized data access routines for output formatting
- Testing
̶
Simulating real-world conditions for
input by making some assumptions about the distribution of operations
performed and the rate of operations, then simulating using random number
generators
̶
Intensively testing creation, usage
and destruction of the data structure to prove there are no memory leaks
̶
Exhaustive automatic testing - go
through many (or every) possible scenarios for the data structure (up to
some time limit). For example, assign "add" and "remove" to a binary
variable - then generate all possible strings of operations - test the
structure for each case, and test the results automatically in your main
program to make sure they are what was expected.
̶
Develop a syntax for file-based
testing and use this as an option - eg. "enter X" and "retrieve"
- Efficiency
̶
Minimize the number of allocations of
memory blocks by reusing deleted blocks
Ask yourself these questions ...
̶
How can I make the interface more
natural ?
̶
How can I make the program run faster
?
̶
How can I use less memory/disk space ?
̶
Have I thoroughly tested my program ?
Will my program survive real-world tests ? Will my program survive
worst-case scenario tests ?
Professional Conduct
As a
student in our class, you are expected to conduct yourself in a professional
manner.
Limited Collaboration Policy.
Unless otherwise indicated, any homework assignment or programming exercise
given in this class will be an individual assignment. The work you submit is to
reflect the knowledge, understanding, and skill that you have attained as an
individual. However, the instructor does want to encourage the development of a
community of scholars who are actively engaged in discussion of the ideas
related to this course. With this in mind, you are allowed to discuss solutions
of the homework and programming problems with other students if done so
according to the following guidelines:
- You
may discuss ideas for homework and programming assignments with your
classmates. However, you cannot collaborate on writing the solution or the
program code. That is, you can talk about the problems and ideas for solving
them, but you cannot write things down with anyone else. You are, of course,
prohibited from copying or seeing another student's written solution, and
you are not allowed to show your work to anyone else.
- You
should accept help with care. If you work too closely with another student,
you might mislead yourself into believing that you understand the concepts
and techniques better than you actually do. Don't forget that the instructor
has office hours and can probably give you hints or suggestions to get you
started.
- You
should give help with care. Do not help anyone too much. When you have
solved a problem, it is tempting to just tell other students how you solved
it. Instead, try to allow them to come to the solution on their own. Maybe
give them a hint to help them get "over a hump." Remember that helping
someone too much will hurt them in the long term if they can't work through
problems on the exams by themselves. So avoid the temptation to do so. If
you can't help other students without giving away the whole solution, direct
them to see the instructor (who may or may not have a way to "edge" them
toward the solution).
- You
are not obligated to help anyone. If you feel uncomfortable helping another
student for any reason, please direct them to see the instructor.
Miscellaneous
Online C++ and coding resources
OpenGL
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www.opengl.org
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Google Web Directory for OpenGL
- OpenGL Super Bible (Second
Edition), by Richard S. Wright, Jr. and Michael Sweet, Wait Group
Press.
- OpenGL, A Primer , by
Edward Angel, Addison Wesley.
- OpenGL, Reference Manual
(Third Edition), by Dave Schreiner, Addison Wesley.
- OpenGL, Programming Guide
(Third Edition), by Dave Schreiner, etal., Addison Wesley.
-
OpenGL.org's book list
Send any comments or
suggestions to Prof. Dr. Ligang Liu,
lgliu@ustc.edu.cn
Copyright © 2017, Ligang Liu