Table of ContentsCS 497: Computer Graphics Overview Contract w/ Dr. Fairfield Tests, Quizzes, and Projects Attendance & Lectures Course Contents Grading The Problem: The Solution: Homework Topics Vectors Vectors Vectors Vectors and Dot Products Vector and Dot Products Matrices Matrices Multiplying Vectors Multiplying Matrices Multiplying Matrices Matrices, Inverses, & Determinants Vectors and Cross Products Planes Planes and Normals Planes Homework Points and Homogeneous Form Homogenous Form and Matrices From XYZ to Homogeneous and Back Translation Scaling Rotating in X Rotating in Y Rotating in Z Combining Matrices Homework Projections 3D Viewing Process Projections Perspective Projections Specifying a View Specifying a View Specifying a View Specifying a View From View Volume to display Perspective Projection Translate VRP to origin Rotating the Axes Rotating the Axes Translating the COP Shearing the Z Axis Shearing the Z Axis Scaling the view volume Scaling the view volume Clipping Clipping Mapping Finished Implementing Perspective Projections What is a polygon? How does we represent a polygon? Vertex Pointer Representation Vertex Object Vertex Object Vertex Object Vertex Object Vertex Object Vertex Object Vertex Object VertexList Object Hashing? What’s that? Flattened Hash Browns? Hash Tables VertexList Object VertexList Object VertexList Object VertexList Object PPT Slide PPT Slide VertexList Object Polygon3D Object PPT Slide Polygon3D Object Clipping in 4D Clipping in 4D Clipping in 4D Clipping a 3D polygon Clipping a 3D polygon Clipping a 3D polygon Parametric form of lines Equations of the intersections for a plane Equations of the intersections for a plane Equations of the intersections for a plane Clipping a 3D polygon Back Face Culling Back-Face Culling Visible Surface Determination Z Buffer Algorithm PPT Slide Determining Z Determining Z Filling a 2D Polygon Filling a 2D polygon Filling a 2D polygon Filling a 2D polygon Filling a 2D polygon Filling a 2D polygon Specifying Color Ambient Lighting Ambient Lighting Point Light Sources Diffuse Reflection Diffuse Reflection Diffuse Reflection Combining Ambient and Diffuse Reflection Light source attenuation Light source attenuation Light source attenuation Colored Lighting Colored Lighting Colored Lighting Specular Reflection Specular Reflection Specular Reflection Phong Illumination Model Phong Illumination Model Phong Illumination Model Multiple Light Sources Multiple Light Sources Constant Shading Constant Shading Interpolated Shading Interpolated Shading Interpolated Shading Polygon Meshes and Shading Gouraud Shading Gouraud Shading Gouraud Shading Phong Shading Phong Shading Texture Mapping Texture Mapping Texture Mapping Texture Mapping Texture Mapping Texture Mapping Texture Mapping Graphics Databases Organization of the DB Organization of the DB Organization of the DB Organization of the DB What attributes would a polygon have? What would an object contain? What would a light have? What would a world have? Object Collision Object Collision Object Collision Object Collision Object Collision Object Collision Moving Up in the World Falling in the world! Falling in the world! Falling in the world! |
Author: James Money
Email: jmoney@math.jmu.edu Home Page: http://www.math.jmu.edu/~jmoney |