Lectures: FL 320, Tuesdays, 6pm - 8.50pm
Instructor: Prof. Emmanuel Agu, FL-139, 508-831-5568, emmanuel@cs.wpi.edu
Office Hours: Tuesday 5-6PM; Others by appointmentText: Computer Graphics using OpenGL (second edition) by F.S. Hill Jr.
Supplemental texts (Optional): (1) OpenGL Programming Guide (4th Edition) by Woo, Neider, Davis and Shreiner and (2) OpenGL Reference Manual (4th Edition) by ShreinerFacilities: You may do your assignments in C/C++ but may choose to develop your code on either Unix or Windows. Note that compiled graphics code tends to be large and may consume more than one megabyte of disk space. Very important: No matter what platform you write your code on, the final executable must run on the WPI CCC Unix machines with clear instructions on your documentation how to run it. Your submitted code will be compiled, tested and graded on the machine ccc.wpi.edu. Make sure your code runs well on that machine before submitting it. Points will be deducted if you do not check that your code works on that machine.
Class Websites: The class website is at http://www.cs.wpi.edu/~emmanuel/courses/cs543/. A myWPI class website has also been set up. Please post your questions on the discussion board to avoid excessive emails and so that everyone can benefit from answers given. You may send email to me if you have questions on matters that concern only you.
Software Utilities: You will be provided a simplified interface to OpenGL, called MiniGL. Some of the projects for this course shall require using miniGL. You will get miniGL software later in the course.
Grade Policy: 50% exams (2 exams), 50% assignments (5 projects)
Notes:
- Reading is mandatory, working ahead is encouraged.
- Exams are based on both lectures and readings, so class attendance is strongly encouraged.
- Working and discussions in pairs is okay. However, each student must turn in different and unique projects.
- Cheating is strictly forbidden
- Cheating (a.k.a., academic dishonesty), defined as taking credit for work you did not do or knowledge you do not possess, is strictly forbidden. First offenders will receive a zero grade for the assignment or exam in question and an academic dishonesty report will be filed with the Office of Student Affairs. Repeat offenders will receive an F for the course and the case will be brought before the campus hearing board (see Student Handbook).
- All assignments should be archived using the Unix tar command and emailed to me. For the benefit of students who have not used tar before, I will give instructions on how to run this command. Both your executable and source code must be turned in. Files MUST include instructions on compiling and running the program and should be WELL documented. Typically, a well-organized README text file is sufficient. Insufficient documentation will result in a loss of points. Data files should include a comment line at the start giving your name, the assignment for which it is intended, and the most recent date in which the file was changed. Please do NOT turn in hardcopies!!
Projects: There will be five projects (1 project in 2D and interaction, 3 projects in 3D and 1 project in raytracing). The 3D projects involve the modeling and rendering of an airplane to help Boeing in designing its new range of aircrafts due for release in the year 2020. You will model your aircraft design using basic shapes. An approximation would be fine - I would not expect you to create a state-of-the-art model - but it should be recognizable. You can choose a fixed configuration of components (location and orientation of cockpit, wings, tail, etc) though those of you planning to carry out research or further projects in graphics might want to attempt some greater level of detail.
You should keep the level of detail and complexity in your object low until you get the basic functionality down, and then use your imagination to make it as interesting as you wish. For example, a basic airplane could be approximated with a number of cylinders, spheres and boxes, and later enhanced by varying sizes, shapes, and detail. Don't get too detailed, though, as the computational demands in executing your program may become quite tedious during debugging and refinement! Late assignments (turned in after the start of class on the due date) will be penalized 15 percent per day. Assignments will not be accepted once it is late by 4 days or more.
Schedule:
Week 1 (Sept 5) Topics: overview, graphics intro, basic HW/SW, OpenGL/GLUT intro Reading: Ch 1 - 2 Project 0 OpenGL practice Week 2 (Sept 12) Topics: 2D systems, window-to-viewport mapping, clipping, Fractals, points, scalars, vectors Reading: , 3.1 - 3.3, Ch 9, 4.2-4.4, appendix 2 Project 1 Due: Tuesday, Sept 26, Emailed before class Week 3 (Sept 19) Topics: 3D Transformations and coordinate systems, 3D modeling Reading: ch 5.2 - 5.5 Week 4 (Sept 26) Topics: 3D modeling using polygonal meshes, the synthetic camera, 3D viewing, view volume and projection Reading: 6.1, 6.2, ch 7.1 - 7.4, 8.1-8.3 Project 2 Due: Tuesday, October 10, Email before class Week 5 (Oct 3) Topics: 3D clipping, illumination, shading Reading: section 7.4, ch 8.4 - 8.6 Week 6 (Oct 10) Topics: Texturing, Hidden Surface Removal, Shadows Reading: ch 13, 10, 11 Week 7 (Oct 17) Midterm Exam: Tue, Oct 17, in-class Project 3 Due: Tuesday, October 31, in-class Week 8 (Oct 24) Topics: raster graphics (line drawing, polygon fill, etc) Reading: ch 10 Project 4 Due: Tuesday, Nov 14, in-class Week 9 (Oct 31) Topics: Curves, Color spaces, ray tracing Reading: 11, 12 Week 10 (Nov 7) Topics: Ray tracing Reading: ch 14 Week 11 (Nov 14) Topics: Ray tracing Reading: ch 14 Week 12 (Nov 28) (No class on Nov 21: Thanksgiving break) Topics: Ray tracing Reading: ch 14 Project 5, Due: Tuesday, Dec 13, in-class5 Week 13 (Dec 5) Topics: Ray tracing Reading: ch 14 Week 14 (Dec 12) Final Exam: Tue, Dec 12, in-classClass Slides
Old Exams
Week 1 Slides Lecture 1 (part I) [ pdf ] Lecture 1 (part II) [ pdf ] Lecture 1 (part III) [ pdf ] Week 2 Slides Lecture 2 (part I) [ pdf ] Lecture 2 (part II) [ pdf ] Week 3 Slides Lecture 3 (part I) [ pdf ] Lecture 3 (part II) [ pdf ] Lecture 3 (part III) [ pdf ] Week 4 Slides Lecture 4 (part I) [ pdf ] Lecture 4 (part II) [ pdf ] Week 5 Slides Lecture 5 (part I) [ pdf ] Lecture 5 (part II) [ pdf ] Week 6 Slides Lecture 6 [ pdf ] Midterm review [ pdf ] Week 7 Slides Lecture 7 [ pdf ] Week 8 Slides Lecture 8 [ pdf ] Week 9 Slides Lecture 9 (part I) [ pdf ] Lecture 9 (part II) [ pdf ] Lecture 9 (part III) [ pdf ] Week 10 Slides Lecture 10 (part I) [ pdf ] Lecture 10 (part II) [ pdf ] Lecture 10 (part III) [ pdf ] Week 11 Slides Lecture 11 (part I) [ pdf ] Lecture 11 (part II) [ pdf ] Week 12 Slides Lecture 12 (part I) [ pdf ] Lecture 12 (part II) [ pdf ] Finals review [ pdf ]
Past Midterm Exams Midterm 03 Fall Semester [pdf] Taught by ME!! Midterm 05 Fall Semester [pdf] Taught by ME!! Main Web Resources
Past Final Exams Finals 03 Fall Semester [pdf] Taught by ME!! Finals 05 Fall Semester [pdf] Taught by ME!! Miscellaneous Web Resources
- Step-by-step Guide on Installing Getting Started on OpenGL on a PC
- Gallery from 2004 CS 4731 class
- Gallery from 2001 CS 4731 class
- OpenGL Index: Reference of OpenGL Commands
- OpenGL Page by Nate Robbins
- C++ Standard Template Lib:
- Help on How to Write a Makefile
- Tutorial for running GL on Windows:
- GLUI, a GLUT-based User Interface by Paul Rademacher at UNC allows you to add add controls such as buttons, checkboxes, spinners, etc. to OpenGL applications, (painlessly).
- OpenGL.org Website
- SGI OpenGL Page
- 16 OpenGL Pitfalls to Avoid by Mark Kilgard
- jGL Java-based OpenGL
- Jogl OpenGL for Java