Introductory lecture about computer graphics given by Wolfgang Hürst at Utrecht University in 2008/2009, period 1.
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Recommended reading: Chapter 12 in the textbook. The Sutherland-Hodgman and the Weiler-Atherton algorithm are not covered in the book, but the lecture notes should be sufficient to understand them.
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Exercises: Tutorial 5 (Triangle rasterization and ray tracing) [ exercises ]
Recommended reading: Radiosity is hardly covered in the textbook, but the lecture notes and the tutorial that I mentioned at the beginning should be enough to understand the basic concepts. In addition, you can browse the Education Slide Set provided on the SIGGRAPH server. The same goes for Shadows, i.e. they are hardly covered in the textbook (although you find some information on shadow maps and soft shadows in chapter 11.8 and 10.11.2, respectively). The stencil buffer tutorial is recommended background reading (but try to focus on principles, and not on details/code, and don't worry if you don't understand it completely. Browse, don't memorize, the 50 pages). It also covers fake shadows in section 4 and 5 and contains little info on soft shadows in section 6.4.
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Recommended reading: This lecture is covered by chapter 11 of the book. The tutorial on "Teaching Texture Mapping Visually" (PDF, HTML) by Rosalee Wolfe from DePaul University contains some nice illustrations of different approaches. Not all of this is covered in the lecture, but the images might help understanding some of the techniques we discussed.
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Exercises: Tutorial 4 (Perspective projection and hidden surface elimination) [ exercises ]
Recommended reading: This lecture basically completes some "loose ends" about Ray Tracing that haven't been covered in the lecture so far, in particular: Ray/triangle intersection (book, section 2.11 and 10.3.2), refraction (book, section 10.7), instancing (book, section 10.8), constructive solid geometry (book, section 10.10), faster ray tracing (book, section 10.9). For octrees, please refer to the lecture notes since they are not covered in the textbook.
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Recommended reading: In the lecture, we addressed only polygone and triangle rasterization and used a different approach than covered in the book. Nevertheless, it doesn't hurt to browse chapter 3.5 (line drawing) and 3.6 (triangle rasterization). The latter one also contains a little bit of information about Gouraud shading. Linear interpolation is covered in chapter 2.10, diffuse shading and phong shading are discussed in chapter 9.1 and 9.2, respectively. Again, we discussed a different approach not covered in the book (cf. lecture notes).
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Recommended reading: This lecture is covered by Chapter 8 (Hidden Surface Elimination) in the textbook. For backface culling, please refer to the lecture notes since it is only marginally covered in the book (in chapter 12.4, page 265).
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Exercises: Tutorial 3 (Matrices and transformations) [ exercises ]
Recommended reading: Chapter 6 (Transformation matrices) from the book. Section 6.1.6 may be skipped. Information on how to construct a basis from a single vector can be found in section 2.4.6, which I assume all of you already read after the 2nd lecture :)
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Recommended reading: Chapter 7 (Viewing) from the textbook.