Computer graphics -- 2008-2009 -- info.uvt.ro/Laboratory agenda
Quick links: front; laboratories agenda, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, JOGL template.
Laboratory 1
edit- AGENDA SUMMARY
- EVALUATION SUMMARY
- TOOLS, FRAMEWORKS, LIBRARIES
- Eclipse
- JOGL
- INTRODUCTION TO COMPUTER GRAPHICS
- Computer Graphics
- 2D / 3D Graphics
- Digital Images
- Definition
- Resolution
- Color Depth/Space
- File Formats
- Graphics Processing Unit (GPU)
- TECHNOLOGIES
- OpenGL
- DirectX
- Java 2D / Java 3D
- JOGL -- Java OpenGL (this is what will use)
- XNA
- X3D (VRML)
Laboratory 2
edit- (J)OGL BASICS
- What is JOGL?
- Comparison with OpenGL
- OpenGL as a state machine
- Naming conventions
- Creating our first simple JOGL scene using AWT (or the well known Hello World program)
- Installing JOGL libraries
- Setting up an AWT application
- Initializing JOGL
- Callback functions (methods)
- Drawing
- Animation
- JOGL Application Template
- 2D GRAPHICS BASICS (PART 1)
- Coordinate Systems (JOGL vs. AWT)
- Coordinate Spaces
- Projections (orthogonal, perspective), View-port and View Volume
- Vertices vs. Points. vs. Pixels
- List of points (lines, line strip, line loop)
- Changing the properties of points (size) and lines (width, stipple)
- Coloring
Laboratory 3
edit- 2D GRAPHICS BASICS (PART 2)
- Antialising
- Polygons
- Validity
- What are they made of?
- Dimensionality
- Polygon Primitives
- Triangles (normal, fan, list)
- Quads (normal, strip)
- Rectangles
- Polygon filling and orientation
- Polygon stipple
- Polygon normals
- Using Display Lists
Laboratory 4
edit- 2D GRAPHICS BASICS (PART 3):
- Textures
- 2D and 3D textures
- Texture Files (.PNG, .TGA, .JPG, .BMP)
- Reading a texture file and applying the texture on an object
- MipMapping
- Replacing parts of a texture with another
- Texture transparency and blending
Laboratory 5
edit- 2D GRAPHICS BASICS (PART 6):
- Placing text in the scene
- 2D APPLICATION
- Simple StarChart
- PUBLISHING YOUR JOGL APPLICATION
- Java Web Start
- JNLP
Laboratory 6
edit- 3D GRAPHICS BASICS:
- Perspective Projection, Depth and Shading, Looking at the scene from an arbitrary point
- Drawing simple objects (sphere, torus)
- Sphere mapping
- Lighting and Materials
- Lighting types (ambient, diffuse, specular, emitted)
- Materials
- Using materials combined with lighting
Laboratory 7
edit- USER CONTROL:
- Keyboard and mouse control
- MORE ON MODELVIEW MANAGEMENT:
- Model
- Transformations
- Rotation
- Translation
- Scaling
- Transformations
- Viewing
- Camera control
- Model
Laboratory 8
edit- MORE ON STATE VARIABLES AND BUFFERS:
- State variables: querying their values
- Buffers: Color buffer, Stencil buffer, Accumulation buffer, Depth buffer
- OBJECT PICKING
Laboratory 9
edit- USING COMPLEX OBJECTS:
- File formats (.3DS, .OBJ)
- Loading complex objects in the scene
- 3D GRAPHICS COMPLEX ISSUES (PART 1):
- Billboards
Laboratory 10
edit- 3D GRAPHICS COMPLEX ISSUES (PART 2):
- World box
- Handling object collisions
Laboratory 11
edit- 3D GRAPHICS COMPLEX ISSUES (PART 3):
- Creating a simple particle engine
Laboratory 12
edit- 3D APPLICATION:
- Simple Space Simulator
Laboratory 13
edit- 3D APPLICATION
- Simple scene
Laboratory 14
edit- DirectX API overview
- Drawing a basic scene using Managed DirectX and C#