CS 114: Projects in Computer Graphics
Polygonal Models: file formats, data structures – indexed vertex list, half-edge, winged edge.
Topology: Euler characteristics, genus, fundamental cycles.
Geometric primitive representations: Implicit, explicit, parametric.
Spatial and model subdivisions: Quadtree, octree, k-D tree.
Polygonal model simplification methods: vertex decimation, vertex clustering, edge collapse based simplification
Curved surface representation: Bezier, B-spline curves and surfaces.
Global illumination: Radiosity, ray tracing (lighting models, line-box, line-sphere intersections)
GPU programming
Real time rendering: shadows, ambient occlusion, non-photorealistic rendering, and other relevant topics.
Hugues Hoppe, Progressive Meshes, SIGGRAPH 1996.
Hugues Hoppe, Optimization of mesh locality for transparent vertex caching, SIGGRAPH 1999.
David Luebke, Carl Erickson, View-Dependent Simplification Of Arbitrary Polygonal Environments, SIGGRAPH 1997.
Michael Garland, Paul Heckbert, Surface Simplification using Quadric Error Metrics, SIGGRAPH 1997.
M. Gopi, David Eppstein, Single Strip Triangulation of Manifolds with Arbitrary Topology, EUROGRAPHICS 2004.
Pablo Diaz-Gutierrez, M. Gopi, Renato Pajarola, Hierarchyless Simplification, Stripification and Compression of Triangulated Two-Manifolds, EUROGRAPHICS 2005.
Real Time Rendering,
Tomas Moller, Eric Haines, Naty Hoffman
OpenGL Shading Language
Randi J. Rost, John M. Kessenich
CUDA by Example: An Introduction to General-Purpose GPU Programming
Jason Sanders, Edward Kandrot