Computer Graphics: 20172018
Lecturer 

Degrees 
Schedule S1(CS&P) — Computer Science and Philosophy Schedule B1 (CS&P) — Computer Science and Philosophy Schedule S1 — Computer Science Schedule B1 — Computer Science 
Term 
Trinity Term 2018 (16 lectures) 
Overview
This course is an introductory course in Computer Graphics, and covers a wide range of the field of interactive computer graphics at all levels of abstraction, and with emphasis on both theory and practice. Core topics include: essential mathematics, the GPU pipeline, common geometry data structures, viewing 3D objects, the human visual system, colour science, image processing, basic drawing, materials modelling, illumination and rendering. It follows a standard textbook in the field, with additional material.Learning outcomes
Knowledge and understanding
 The fundamentals of the modern GPU programming pipeline
 Essential mathematics in computer graphics
 Colour and light representation and manipulation in graphics systems
 Common data structures to represent and manipulate geometry
 Common approaches to model light and materials
 Basic imageprocessing techniques
 Basic shading techniques
 Application of mathematics to graphics systems
 How the human visual system plays a role in interpretation of graphics
Practical skills
 Working knowledge of GPU programming
 Working knowledge of a modern 3D graphics library via practical assignments
 Ability to produce usable graphics userinterfaces
 Ability to manipulate 3D objects in virtual environments
 Ability to write programs from a practical specification and produce realistic graphics outputs
Synopsis
The following are major topics that will be covered. (Numbers in brackets give an approximation to the number of lecture hours spent on the topic.)
 Set 1: Introduction (1 Lecture): What is computer graphics and the purpose of course? Brief history of computer graphics. I/O in Graphics. Overview of the course.
 Set 2:Human Factors and BasicColour Science (2 lectures): Human visual system: basics of how we perceived the world. Strengths and weaknesses of the human visual system. Graphics and usability – best practices for designing GUIs and graphics applications. Human eye anatomy. Measuring Light: Radiometry vs Photometry. Colour models: RGB, CMYK, HVS, XYZ, Spectral Radiance.
 Set 3: Basic Image Processing (1 lectures) Signal processing. Common Image Formats. Lossy vs Lossless image compression. Sampling and Reconstruction. Basic image processing. Filtering and convolution. High dynamic range imaging. Aliasing.
 Set 4: GPU programming (2 lectures) GPU programming theory and practice. Pipelines  Graphics programming + Event driven pipelines. OpenGL and Direct X APIs  key differences. Key CPU vs GPU programming differences. Shaders. Desktop, Mobile and Web graphics differences.
 Set 5: Essential Mathematics for computer graphics (2 lectures) The Virtual Camera. Euclidean space and basic terminology. Rigid body Transformations. Transformations: Translation, Scale, Rotation. 2D vs 3D transformations.
 Set 6: Geometry (2 lectures): Primitive Objects. Constructive solid geometry. Polygons. Voxels. Boundary representation. Level of Detail and Tessellation. Acceleration Data structures.
 Set 7: Basic Drawing (1 lecture) Fonts Basics. Drawing lines. Half ray test. Scan conversion. Rasterisation.
 Set 8: Illumination and Rendering (2 lectures) Defining Realism. Image Synthesis Validation. The challenges in computing light. Optics Models. Realtime vs offline rendering. Global Illumination vs Local Illumination. Types of Light Sources. Shadows. Nonphotorealistic Rendering.
 Set 9: Materials (1 lectures) Texture Mapping. Bump Mapping. Capturing the surface colour of objects – challenges. Light to Surface Interactions. OpenGL lighting/reflectance model. Bidirectional Reflectance Distribution Functions. Bidirectional Subsurface Scattering Reflection Distribution Functions. Bidirectional Texture Functions.
 Set 10: Ray tracing and Advanced Rendering (2 lectures) Shading. Radiosity. Path Tracing. The Rendering Equation. Ray Tracing Techniques. NonPhotorealistic Rendering (NPR).
There is practical work to supplement the lecture material; the course does assume previous experience of practical programming, and simple knowledge of matrices and vectors. The practicals themselves will be in Java and Javascript.
Syllabus
The following are major topics that will be covered. (Numbers in brackets give an approximation to the number of lecture hours spent on the topic.)
 Fundamentals of graphics hardware and software (3).
 Essential algorithms: line generation, solid area display, transformations, clipping, projection (4).
 Abstraction, and simple examples of libraries of graphics functions (2).
 Modelling of 3dimensional solids (2).
 Rendering techniques and colour and lighting models (3).
 Input devices, interactive techniques, and the humanmachine interface (1).
 Human factors in computer graphics (1).
There is practical work to supplement the lecture material; the course does assume previous experience of practical programming in a highlevel language, and simple knowledge of matrices and vectors. The practicals themselves will be in Java and Javascript.
Reading list
The main course text is
 “Fundamentals of Computer Graphics” by Peter Shirley et al., ISBN 9781568812694
Supplemental Reading. There are many text books on computer graphics. Books you are likely to find in College libraries are:
 Interactive Computer Graphics: A TopDown Approach with ShaderBased OpenGL by Shreiner and Angel, Pearson Education ISBN 9780273752264
 "Computer Graphics: Principles and Practice" by Foley, Van Dam, Feiner, & Hughes, AddisonWesley ISBN 0201848406
 “Mathematics for Computer Graphics” by John Vince, ISBN 1849960224
 “Realtime rendering” AkenineMöller, T., Haines, E., & Hoffman, N. (2008). CRC Press.
 “Global Illumination Compendium” by Philip Dutre (websource: https://people.cs.kuleuven.be/~philip.dutre/GI/)
Another recent book is
 "Computer Graphics with OpenGL" by Hearn, Baker and Carithers, ISBN 9780132484572