| 1. Faculty | Applied Science |
| 2. Department | Computer Science |
| 3. Courses | Computer Science, and others by agreement |
| 4. Subject Code and Title | CS547 Advanced Computer Graphics |
| 5. Year, Semester and Campus | 1999, Semester 2, City |
| 6. Lecturer Details Name: Email: Phone: Office: Consultation Times: Subject Home Page: Subject Leader: | Mr Geoff Leach gl@cs.rmit.edu.au 99253207 10.9.18 TBA through newsgroup http://www.cs.rmit.edu.au/~gl/teaching/cs547/subject_guide_99.html Mr Geoff Leach |
| 7. Duration and Delivery Mode | 1 semester, internal |
| 8. Credit Points | 12 |
| 9. Discipline Code | 0503 |
| 10. Contact Hours | 26 lectures, 13 hours tutorials/laboratories, 13 hours laboratories (self-scheduled) |
| 11. Non-contact hours | practical work and private study (est.) 52 hours |
| 12. Dependencies Pre-requisites Co-requisites Post-requisites | CS541 or CS545 none none |
| 13. Timetables | Building 10, level 11 and http://www.cs.rmit.edu.au/timetables/ |
The subject introduces a variety of topics in advanced computer graphics selected from: VRML, modelling (geometric and physically based), realistic image synthesis (ray tracing and radiosity), animation (real-time and non real-time), 3D games (including game physics), the 3D graphics pipeline and computer graphics architecture.
On completion of the subject, the student should:
The subject's nature is that of a graphics programming project. Students will be exposed to a number of areas of computer graphics to varying depths in the lectures, tutorials and laboratories. Through the VRML assignment students are expected to gain detailed understanding of hierachical scene description combined with simple scripting to produce animations. In the second assignment - in most cases a graphics programming assignment - students are expected to choose one particular topic about which they deepen their knowledge through reading of further material and design and development of a project which requires, in most cases, substantial programming effort.
In some cases students will be allowed to produce a creative work for the second assignment - for example, an animation or a VRML world. However, this must first be agreed with the lecturer.
Development of student graduate attributes is an ongoing process that takes place in all subjects and over the period of the whole course. This subject particularly addresses the attributes of VRML, image synthesis, physically based modelling and graphics programming.
| HD | (80-100) | High Distinction |
| DI | (70-79) | Distinction |
| CR | (60-69) | Credit |
| PA | (50-59) | Pass |
| NN | (0-49) | Fail |
| RW | Result withheld (see lecturer for reasons) |
Assignment 1 (20%) is to design and create a VRML avatar and is due in week 5.
Assignment 2 (80%) is a graphics programming project, with a choice of topic. A choice must be made by week 5, otherwise a default choice will apply. Due the last teaching week of semester.
Both assignments must be demonstrated.
A CS547 web page must be set up on yallara at the URL
http://yallara.cs.rmit.edu.au/~yourId/cs547/index.html
from which assignment reports and work must be accessible.
Assignments must be submitted electronically using turnin, unless otherwise agreed with the lecturer.
Late submission may be penalised at 10% per day late (calculated hourly).
| Week | Lecture | Tutorial/Laboratory |
|---|---|---|
| 1. | Overview of subject and assignment work. VRML introduction. Shapes, geometry and appearance. | No tutorials. |
| 2. | VRML. Animation, sensors and geometry. | (Lab.) Introduction to the SGI workstations and environment. VRML 97 examples. Cosmoworlds. |
| 3. | VRML. Textures, lights and environment. | (Lab.) VRML. Interpolator and extrusion node exercise. |
| 4. | VRML. Scripts and prototypes. | (Lab.) Emacs. Emacs VRML and HTML modes. Regular expressions. |
| 5. |
Animation. Types of animation: real-time, precomputed,
hierarchical, character. Scripting. Linear
interpolation. Graphics performance. OpenGL benchmarks. | (Lab.) OpenGL performance benchmarking. Viewperf and GLperf. |
| 6. | Kinematics and dynamics. Projectile motion. Physically based animation. Numerial integration. 3D game physics. Hecker articles. | (Tut./Lab.) Dynamics problems. |
| 7. | Introduction to ray tracing. Global versus local lighting. Recursive ray-tracing. Ray-sphere, ray-polygon intersection testing. | (Tut.) Ray-sphere and ray-polygon intersection testing examples. Optimisation of intersection tests. |
| 8. | Ray-tracing acceleration. Uniform grids oct-trees, k-d trees, bounding volume hierarchies, shadow ray caching. | (Tut.) Uniform grid traversal. |
| 9. | Guest lecture. Stromlo Entertainment. | (Tut.) Spatial data structures. |
| 10. | Collisions. Detection. Conservation of energy and momentum. Stationary objects versus moving objects. | (Tut.) Collison dynamics exercises. |
| 11. | Guest lecture. Motion capture and facial animation. | Work on assignments. |
| 12. | Research issues in computer graphics. SIGGRAPH video review. | Work on assignments. |
| 13. | Assignment demonstrations. | Assignment demonstrations. |
None
Ames, A. L., Nadeau, D. R. and Moreland, J. L, (1997) "The VRML 2.0 Sourcebook", Wiley.
Carey, R. and Bell, G. (1997), "The Annotated VRML 2.0 Reference Manual", Addison Wesley.
Foley, J. D., van Dam, A., Feiner, S., Hughes, J. and Phillips, R. L. (1994) "Introduction to Computer Graphics", Addison Wesley.
Foley, J. D., van Dam, A., Feiner, S. K., Hughes, J. F. and Phillips, R. L. (1996) "Computer Graphics: Principles and Practice", Second Edition in C, Addison Wesley.
Glassner, A. (ed.) (1989), "An Introduction to Ray Tracing", Academic Press.
Hartman, J. and Wernecke, J. (1996), "The VRML 2.0 Handbook: Building Moving Worlds on the Web", Addison-Wesley.
Maestri, G. (1996) "Digital Character Animation", New Riders.
O'Rourke, M. (1998), "Principles of Three-Dimensional Computer Animation : Modeling, Rendering, and Animating With 3d Computer Graphics", Revised Edition, Norton.
Parke, I. F. and Waters, K. (1996), "Computer Facial Animation", A K Peters Ltd
Watt, A. and Watt, M. (1992), "Advanced Animation and Rendering Techniques: Theory and Practice", Addison Wesley.
Wernecke, J. (1994), "The Inventor Mentor", Addison Wesley.
Woo, M., Neider, J. and Davis, T. (1997), "OpenGL Programming Guide", 2nd Edition, Addison Wesley.
July 1999
CS547 Subject Leader, Geoff Leach, gl@cs.rmit.edu.au
Courses Leader, Sheila Howell, sh@cs.rmit.edu.au