CPSC 314 Computer Graphics September 2014
|URLs||http://www.ugrad.cs.ubc.ca/~cs314 calendar description|
|Instructor||Michiel van de Panne office hrs: ICCS x865, Wed 2-3:30pm or by appointment|
|Lectures||Mon Wed Fri 1-2pm DMP 301     Sept 3 - Nov 28, 2014|
|TAs||I-Shao Shen Jason Peng (available in lab sections, via Piazza, or by appointment)|
|Grading||Assignments (40%), Midterms (24%), Participation (10%), Final Exam (26%)|
|Policies||attendance plagiarism late assmts missed work dropping|
|Assignments||A0   A1   A2   A3   A4  |
|Lecture Notes||lecture notes WebGL demos|
|Resources||UBC Connect (for grades) textbook, WebGL, and OpenGL past online notes|
|Past Sections||Jan 2014 Sept 2013 Jan 2013 Sept 2012 Jan 2012 Sept 2011 Jan 2011 Sept 2010 Jan 2010|
ICCS 005 (Tue 1-2; Wed 12-1; Thu 3:30-4:30)
In the labs TAs will review classroom material and help you with assignments. They may occasionally present new material, in which case this will be announced in class. Attendance is not mandatory, but is highly recommended.
We will use Piazza for all announcements, and you should use it for your own questions and answers about course material. Posting questions to Piazza is a better choice than sending email to the instructor or TAs individually, since we're all three monitoring the group - plus, your classmates may have a useful answers! You may choose whether to post questions and answers anonymously or using your own name. If you are asking a question that involves your own code, then please make sure to post it as a private question so that your classmates cannot see it, only the instructors.
The course will provide an introduction to the theory and practice of computer graphics algorithms, including different aspects of modelling, rendering and basic animation. We will focus on the modern programmable graphics pipeline with vertex and fragment shaders. This course is the first in our sequence on computer graphics, followed by Modeling (CPSC 424) and Animation (CPSC 426) as well as several graduate CG courses.
Topics to be covered include most or all of the following: geometric transformations; the rendering pipeline, including perspective projection, scan conversion, and hidden surface removal; lighting and illumination; texture mapping; colour models; geometry modeling and data structures; complex shading algorithms; ray-tracing; animation; graphics APIs; GPUs.