CS407

Computer Graphics

How images are synthesized from geometry: the rendering pipeline, transformations, and color — the foundations of games, film, and visualization.

10 modules · 50 lessons · Practice after every lesson

Syllabus

  1. Module 1

    Geometry and the Graphics Pipeline

    • Graphics Systems and Image Formation
    • Points, Vectors, and Coordinate Frames
    • Homogeneous Coordinates
    • The Raster Graphics Pipeline
    • Sampling and Aliasing
  2. Module 2

    Transformations and Cameras

    • Translation, Rotation, and Scaling
    • Composing Transformations
    • View Transformations
    • Perspective and Orthographic Projection
    • Camera Models and Clipping
  3. Module 3

    Rasterization

    • Line and Triangle Rasterization
    • Barycentric Coordinates
    • Interpolation Across Primitives
    • Depth Testing and Visibility
    • Antialiasing and Multisampling
  4. Module 4

    Light and Shading

    • Radiometry and Light Transport Concepts
    • Surface Normals and Reflection Models
    • Diffuse and Specular Shading
    • Gouraud and Phong Shading
    • Physically Based Material Models
  5. Module 5

    Texture and Appearance

    • Texture Coordinates and Sampling
    • Filtering and Mipmaps
    • Normal and Displacement Mapping
    • Environment Mapping
    • Procedural Textures
  6. Module 6

    Curves, Surfaces, and Meshes

    • Parametric Curves
    • Bezier and Spline Curves
    • Parametric Surfaces
    • Triangle Mesh Data Structures
    • Subdivision Surfaces
  7. Module 7

    Ray Tracing

    • Ray–Primitive Intersection
    • Acceleration Structures
    • Recursive Reflection and Refraction
    • Shadows and Area Lights
    • Monte Carlo Path Tracing
  8. Module 8

    Global Illumination and Color

    • The Rendering Equation
    • Importance Sampling
    • Light Transport Algorithms
    • Color Spaces and Tone Mapping
    • High-Dynamic-Range Imaging
  9. Module 9

    Animation and Simulation

    • Keyframe and Procedural Animation
    • Kinematics and Skeletal Animation
    • Particle Systems
    • Rigid-Body and Cloth Simulation
    • Numerical Integration and Stability
  10. Module 10

    GPU Programming and Advanced Graphics

    • Shader Programming
    • Parallel Graphics Workloads
    • Deferred and Real-Time Rendering
    • Nonphotorealistic Rendering and Visualization
    • Graphics Ethics, Perception, and Emerging Displays

Start Computer Graphics.

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