Module 2 - Rasterization 1 - Lines and TrianglesModule Overview
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1.) Introduction to Computer Graphics, APIs, OpenGL and C++
2.) Rasterization 1 - Lines and Triangles
3.) Software Rasterizaton 2 - Vectors, Matrices, and Projection
4.) Rasterization 3 and Math (Transformation and Viewing)
5.) No Class, optional video on Advanced Graphics - Deferred Rendering
6.) Modern OpenGL - Buffers and Shaders
7.) Programming OpenGL (GLSL), glError, and MVP Transform
8.) Abstraction and Textures
9.) Camera and Illumination
10.) Advanced Lighting (Multiple Lights and Normal Mapping)
11.) SceneGraphs and Terrain
12.) Framebuffer Objects and post-processing
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Audio/Video Recording

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Readings/Warmup (Do before class)


Test Your Knowledge (Optional)

[Test your knowledge on the readings] (This is not graded)

...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
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Additional Resources


Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Module Content

Module Overview

In this module we work on building a software rasterizer! We will learn what the fundamental process is.


Module Outline

  • Lecture outline
    • Building a Software Render Fixed-Function Pipeline
    • Rasterization
    • Visibility Problem
    • Graphics Primitives - Point, Line Segment, Triangle
    • Drawing a Line
    • Drawing a Triangle
    • Filling a Triangle
    • C++ walkthrough and some Lab Code

Commentary

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(Optional Notes)

Commentary

Note: On occassion I might add some notes here (e.g. common questions from office hours), so consider this a 'beta' product.

  • To
  • be
  • determined

Perhaps some relevant snippet below!


int main(){

    return 0;
}

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