teaching machines

CS 488: Lecture 12 – Untransforming the Mouse

Dear students: Interactive graphics is funny because we work so hard to give the illusion of a full 3D world, but then we run this 2D cursor over it. As a human, you’ve probably experienced how hard it can be to figure out what someone is pointing at. Figuring out what the mouse is pointing […]

CS 488: Lab 7 – Camera

Welcome to lab, which is a place where you and your peers complete exercises designed to help you learn the ideas discussed in the preceding lectures. It is intended to be a time where you encounter holes in your understanding and talk out loud with your peers and instructor. Your instructor will bounce around between […]

CS 488: Lecture 11 – Blinn-Phong Illumination

Dear students: When we first implemented basic diffuse lighting, we considered just three pieces of information: the surface normal, a vector pointing toward the light source, and the surface’s base color or albedo. Today we’re going to complicate our lighting to bring in a lot more information. Lighting in Eye Space Last time we added […]

CS 488: Lecture 10 – Camera

Dear students: All the renderers we’ve written so far have put a single object at the origin. The only thing we’ve done is spin that object around. It’s time to build up a larger world that the user can move around in. What new features of our graphics API do we need to construct an […]

CS 488: Lab 6 – Trackball

Welcome to lab, which is a place where you and your peers complete exercises designed to help you learn the ideas discussed in the preceding lectures. It is intended to be a time where you encounter holes in your understanding and talk out loud with your peers and instructor. Your instructor will bounce around between […]

CS 488: Lecture 9 – Trackball

Dear students: Computer graphics is not just about rendering. The user must be able to interact with the scene in ways that feel natural. Today we investigate a way of letting the user spin around an object of focus using the mouse. Rotation Around Axis We’ve worked out how to rotate an object around the […]

CS 488: Lecture 8 – Normal Generation

Dear students: Shading is dependent on normals. So far, we’ve limited ourselves to shapes whose normals can be computed with a little trigonometry. What do we do when our models start getting less algorithmic? We need a different strategy for computing normals of arbitrary triangle meshes. That strategy is our focus today. Cross Product The […]

CS 488: Lab 5 – Torus

Welcome to lab, which is a place where you and your peers complete exercises designed to help you learn the ideas discussed in the preceding lectures. It is intended to be a time where you encounter holes in your understanding and talk out loud with your peers and instructor. Your instructor will bounce around between […]

CS 488: Lecture 7 – Geometric Modeling

Dear students: Our goal today is to generate a few models using code. The algorithmic description of shapes is sometimes called geometric modeling. Not all models can be easily generated via algorithms, and we are likely to build most of our models in a 3D modeling program rather than in code. However, programmatically generating shapes […]

CS 488: Lab 4 – Lit Cube

Welcome to lab, which is a place where you and your peers complete exercises designed to help you learn the ideas discussed in the preceding lectures. It is intended to be a time where you encounter holes in your understanding and talk out loud with your peers and instructor. Your instructor will bounce around between […]

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