Teacher

歐陽明 Ming Ouhyoung
ming[at]csie.ntu.edu.tw

TAs

葉哲華 Che-Hua Yeh
chyei[at]cmlab.csie.ntu.edu.tw
Office Hour - 2:00~4:00 p.m. Wednesday, R501

林宏祥 Hong-Shang Lin
amsd[at]cmlab.csie.ntu.edu.tw
Office Hour - 2:00~4:00 p.m. Tuesday, R506

陳愷軒 Kai-Hsuan Chen
shane[at]cmlab.csie.ntu.edu.tw
Office Hour - 10:00~12:00 a.m. Tuesday, R506

Lecture Notes

user/password: icg2009/icg2009

Lecture slides
OpenGL slides and resources
Edward Angel's slides
HW1 Guide slides slides

Links

About ICG
3D Models

Last Updated

Latest News

2009/11/19 An additional remark for HW2 skeleton code has uploaded.
2009/11/16 HW2 skeleton code has modified and readMe has uploaded.Please see readMe for more information!!
2009/11/10 Slide of Dr. Chen's talk is uploaded
2009/11/09 HW2 skeleton code is uploaded
2009/10/13HW1 guide is uploaded.
2009/10/13If your openGL environment setting has not finished.It is strongly recommended using Visual C++.If it still doesn't work,please contact with us.


演講: GP-GPU shader language and architecture

時間: 2009/11/09 (Monday)

講員: 陳維超博士

slide



Midterm

Time: 2009/12/07 (Monday)

期中考是open-book,可以攜帶各種紙本資料、課本與參考書。期中考的範圍至11/23上課範圍為止。



Homework #2

Deadline: 2009/11/30 (Monday)

You are required to do the following things in homework #2:
1. Flat shading Gouraud shading
2. Phong shading
3. 至少設置3組OpenGL光源 (glLight), 請分別設定在物體右前上方, 左前下方, 左後下方
You can use OpenGL functions to implement Flat shading and Gouraud shading.
Implement phong shading with shading language.
Reference
1. HW #2 Guide link
2. Shader code example link
3. GLSL Tutorial http://www.lighthouse3d.com/opengl/glsl/
4. GLSL Document http://www.opengl.org/documentation/glsl/
5. OpenGL Reference Page http://www.opengl.org/sdk/docs/man/
6. HW #2 skeleton code link
7. HW #2 skeleton code readme:link
8. Additional remark for HW #2 skeleton code:link

Expected Result:
1. Flat Shading:

2. Gouraud Shading:

3. Phong Shading:


Homework #1

Deadline: 2009/10/26 (Monday)

You are required to do the following things in homework #1:
1. Load a 3D model file of TRI format. Draw it in wireframe mode and view it in perspective view.
2. You should provide object rotation mode and camera rotation mode, and implement basic transformations such as rotation, translation, scaling and shear.
3. The camera (eye) can be moved around and into the model.
4. Clipping is required. Try to show the difference between clipping and non-clipping.
** You can not use functions gluPerspective and glFrustum !!
Download 3D Models and TRI format link, Balls.tri link
Example code link
Tri Loader link

Expected Result:






Lecture Notes

Lecture slides
OpenGL slides and resources
Edward Angel's slides
HW1 Guide slides


Text Book

Interactive Computer Graphics: A Top-Down Approach Using OpenGL5th edition