CS 6849 Modern Trends in Computer Graphics
Syllabus
- Introduction
- Revisiting the basics: Solid object Modeling, scene description, Viewing pipeline, texture mapping, Rendering, animation; Current focus and interest.
- Surface modeling
- NURBS, The Quadratic Rational Bezier Arc, Global and local interpolation, Advanced Surface Construction Techniques - Skinned surface, Swept surface, Coons surface etc., Tessellation and advanced meshing, mapping and warping shapes, procedural and interactive modeling of artificial objects.
- Subdivision and refinement
- Voronoi tessellation and triangulation, Corner cutting, Chaikin's Algorithm, Refinement Process, Mesh and Refinement Operators, Doo-Sabin Algorithm, Catmull-Clark Algorithm, Peters-Reif Algorithm, Loop Algorithm.
- Soft object modeling
- Methods of cloth modeling, skin rendering, hair, leaves, grass.
- GPU based rendering
- Computing with GPU and volume rendering techniques, Use of CUDA, OpenGL extension, deferred rendering, per-pixel and geometric shading.
- Visual Realism
- Natural effects for object rendering, iterative ray tracing, radiosity, plenoptic function, Perlin noise, lighting & shadow, materials effect, BRDF, volumes and photons, fire and water, fog, smoke modeling etc.
- Image/Video based rendering
- Video mosaic synthesis, video resizing and stabilization, Novel view Synthesis; Photosynth, retargeting, 3D cut and paste.
- Animation and capture
- Motion Control, Orientation Parameterization, Quaternions, Animating Articulated Structures, Inverse Kinematics, hard and soft constraints, implicit surfaces; Stylized rendering and illusion, facial animation, appearance capture.
- Visual saliency and perceptual attractiveness
- Perception-Oriented and Non-Photorealistic Rendering, human perception of saliency on object surfaces, relief mapping of textures.
Textbooks
- Advanced graphics programming using OpenGL, McReynolds and Blythe, Morgan Kaufmann Publisher, 2005.
- Introduction of mathematics of subdivision surfaces, Lars-Erik Andersson and Neil F. Stewart, Siam, 2010.
- Handbook of computer aided geometric design, Gerald E. Farin, Josef Hoschek, Elsevier, 2002.
References
- OpenGL Superbible, Wright, Lipchak and Haemel, Addison Wesley, 2009.
- Computer Animation Algorithms and Techniques, Rick Parent, Morgan Kaufmann Publisher, 2008.
- The NURBS book, Les Piegl and Wayne Tiller, Springer, 1995.
- GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, Randima Fernando, Addison-Wesley, 2004.
- ACM Transactions on Graphics.