Lecture 1: Three Dimensional graphics: Projections and Transformations
Device Independence
We will start with a brief discussion of two dimensional drawing primitives. At the lowest level of an operating
system we have device dependent graphics methods su

Interactive Computer Graphics:
Lecture 12
"
Introduction to Surface Construction
!
Teapot Subdivision: Russ Fish
Teapot Subdivision: Russ Fish "
Graphics Lecture 12: Slide 2!
2 / 35
Non Parametric Surface"
Surfaces can be constructed from Cartesian equa

Interactive Computer Graphics: Lecture 5
!
The Graphics Pipeline: Illumination and
Shading
!
Some slides adopted from
F. Durand and B. Cutler, MIT
D. Schmalstieg, M. Steinberger TU-Graz
The Graphics Pipeline!
Modelling
Transformations
Illumination
(Shadin

Interactive Computer Graphics: Lecture 6
!
Texture mapping
!
Some slides adopted from
H. Pfister, Harvard
The Problem:!
We don't want to represent all this detail with geometry!
Graphics Lecture 6: Slide 2 !
The Solution: Textures!
The visual appearance

Interactive Computer Graphics: Lecture 9
!
Ray tracing
!
Graphics Lecture 10: Slide 2
Graphics Lecture 10: Slide 3
Direct and Global Illumination!
Direct illumination: A surface point receives light
directly from all light sources in the scene.!
Compute

Vector Algebra Revision Notes
A vector is a one dimensional array of numbers, for example
1
55
79.3
25
is a vector. For the analysis of three dimensional geometry we will consider only vectors of dimension two or
three.
A vector
px
p = py
pz
can be wri

Interactive Computer Graphics:
Lecture 14
"
Computational Issues in Radiosity
!
The story so far . . .
The story so far "
Every polygon in a graphics scene radiates light.
Every polygon in a is called scene radiates light. !
The light energy it radiates

Interactive Computer Graphics: Lecture 17
Animation and Kinematics
Some slides adopted from
Daniel Wagner, Michael Kenzel, TU-Graz
Duncan Gilles, Imperial
Seth Teller, MIT
Steve Rotenberg, UCSD
Animation of 3D models
In the early days physical
models were

Interactive Computer Graphics: Lecture 16
Special effects
Some slides adopted from
Daniel Wagner, Michael Kenzel, TU-Graz
Motivation
Graphics Lecture 4: Slide 2
Motivation
Add special effects in image space after rendering
Independent of geometric scene

Interactive Computer Graphics:
Lecture 16
"
Warping and Morphing (cont.)
!
Non-rigid transformation"
Point to be warped
Control points
Non-rigid transformation"
For each control point we have a displacement vector!
How do we interpolate the displacemen

Interactive Computer Graphics:
Revision Lecture
"
Graphics Revision Lecture: Slide 1!
Shading"
1
Shading
A scene is dened as a regular array of planar quadrilaterals part of which is
shown in the gure.
P0
P3
P1
P2
P0
P1
P2
P3
x
1
6
7
0
y
6
6
0
2
z
10
10

Interactive Computer Graphics:
Lecture 11
"
Introduction to Spline Curves
!
Splines
Splines"
Graphics Lecture 11: Slide 2!
2 / 38
Splines"
Splines
The word spline comes from the ship building trade
where planks were originally shaped by bending them
The

Lecture 2: Scene Transformation and Animation
Flying Sequences
We will now consider an important part of graphics processing: scene transformation. In any viewer-centered
application, such as a ight simulator or a computer game, we need to view the scene

Interactive Computer Graphics
Coursework
Bernhard Kainz
b.kainz@imperial.ac.uk
February 9, 2014
Important
The Computer Graphics coursework MUST be submitted electronically
via CATE. For the deadline of the coursework see CATE. The les you
need to submit

Lecture 7: Colour
The physical description of colour
Colour vision is a very complicated biological and psychological phenomenon. It can be described in many
different ways, including by physics, by subjective observation, or by the tri-stimulus represent

Interactive Computer Graphics
!
Professor Daniel Rueckert
!
d.rueckert@imperial.ac.uk
!
Huxely 374
!
Interactive Computer Graphics!
Please note that this course has been timetabled for 4
hours per week: !
Monday 11-12, room 311 lecture slot !
Tuesday 1

Interactive Computer Graphics: Lecture 3
!
The Graphics Pipeline: OpenGL and GLSL
!
Thanks to Markus Steinberger, Dieter
Schmalstieg and Bernhard Kainz!
The Graphics Pipeline: High-level view
Modelling
Transformations
Illumination
(Shading)
Input:
- geome

Lecture 11: Introduction to Spline Curves
Splines are used in graphics to represent smooth curves and surfaces. They use a small set of control points
(knots) and a function that generates a curve through those points. This allows the creation of complex

Interactive Computer Graphics: Lecture 8
!
Rasterization, Visibility & Anti-aliasing
!
Some slides adopted from
F. Durand and B. Cutler, MIT
The Graphics Pipeline!
Modelling
Transformations
Illumination
(Shading)
Viewing Transformation
(Perspective / Orth

Lecture 12: Introduction to Surface Construction
Non-Parametric Surfaces
We now turn to the question of how to represent and draw surfaces. As was the case with constructing spline
curves, one possibility is to adopt the simple solution of non-parametric