Today we will begin the viewport transformation pipeline stage.
Read the section about the rasterization and clipping pipeline stage.
Play with these interactive demonstrations of line rasterization.
This page documents what we do in class. It contains Java programs that we will discuss in class, reading assignments, simple homework exercises that you can work on for practice and exam preparation (not for credit), and links to other sources of information.
Today we will begin the viewport transformation pipeline stage.
Read the section about the rasterization and clipping pipeline stage.
Play with these interactive demonstrations of line rasterization.
The first midterm exam will be two weeks from Wednesday, on October 21.
Here are some review problems for the midterm exam. The formula sheet will be included with the exam. There is also a zip file of folders to use with the package and classpath review problems.
The exam is based on the code from the following zip file and its explanation in the following two documents.
Today we will finish the projection pipeline stage.
Today we will talk about the
Projection
pipeline stage. We will use the programs in the folder renderer_1\clients_r1\Position_Model_Vertex_Color_LineSegment\.
Here are several interactive demonstrations of perspective and parallel projection.
Read the section about the viewport transformation pipeline stage and the pixel-plane.
See the homework assignment page for your second programming assignment.
Today we will talk about the
Model2Camera
pipeline stage. We will use the programs in the folder renderer_1\clients_r1\Position_Model_Vertex_Color_LineSegment\.
See the homework assignment page for your second programming assignment (it will be there soon).
Today we will finish the examples of building Model data structures. We will use the programs in the folder renderer_1\clients_r1\simple_example.
Read the following sections about the rendering algorithms.
We will continue to look at examples of building Model data structures. We will use the programs in the folder renderer_1\clients_r1\simple_example.
Read the following sections about the rendering algorithms.
Today we will continue to look at the Model, Vertex, Color, and Primitive classes and see how to use them. We will use the programs in the folder renderer_1\clients_r1\Position_Model_Vertex_Color_LineSegment.
Today we will start to look at the Scene data structure, which is the input data structure for the 3D renderer. We will begin with the programs in the folder renderer_1\clients_r1\Position_Model_Vertex_Color_LineSegment.
Today we will look at a few simple examples of "pixel algorithms" (image processing algorithms) in the pixel-algorithms sub-folder. See Section 1.4 from the renderer's Readme file.
For next week, read the sections about the Scene, Camera, Model, and Position data structures.
Labor day. No class today.
See the homework assignment page for your first programming assignment.
Today we will continue to talk about the FrameBuffer and Viewport data structures. We will use these pixel utilities,
to study the examples in the following zip file.
Today we will talk about the FrameBuffer and Viewport data structures. We will use these pixel utilities,
to study the examples in the following zip file. Read ReadMe.txt from the zip file. Also, be sure to build and read the Javadocs for the FrameBuffer class.
Read the sections about the FrameBuffer and Viewport.
Read the sections about packages and compiling.
Make sure that you can use the build scripts included with the renderer to build the renderer, build the Javadocs, and run a few of the renderer's client programs on your home computer. Also try to compile and run the client programs directly from the command-line using the javac and java commands.
Here is a brief introduction to this course.
Watch Introduction to rendering, a video about rendering from Pixar In A Box.
Read Chapter 1, pages 1-16 from this book.
Read Chapter 1 from this book.
Read Chapter 1 (PDF) and Section 2.1 (PDF) from this book.
We will discuss the code in the following zip file.
Read Sections 1.1 and 1.2 from the Readme from renderer_1.zip.
Here are a few small utilities that let us look at pixels on the computer screen.