The basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting, and animation.
This class
is proposed by Eric Haines. In fact Eric Haines is a Senior Principal Engineer
at Autodesk, Inc., working on a next-generation interactive rendering system
for computer-aided design applications.
Therefore he releases this class to teach us about the basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting,
and animation.
NB: Course content is brought to you in partnership with Autodesk a worldwide leader in 3D design, engineering, and entertainment software.
Therefore he releases this class to teach us about the basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting,
and animation.
NB: Course content is brought to you in partnership with Autodesk a worldwide leader in 3D design, engineering, and entertainment software.
The
syllabus includes:
Unit
1: Introduction
Motivation and a trip down the graphics pipeline, laying out the
fundamental processes
Unit
2: Points, Vectors, and Meshes
The basics of 3D geometry definition
Unit
3: Colors and Materials
Color representation, material computations, transparency
Unit
4: Transforms
Translation, scale, rotate and how to properly combine all these
Unit 5: Matrices
Transform representation and how to fully control these
Unit
6: Lights and Cameras
Directional and point light sources, and how the camera is defined
Unit
7: Textures and Reflections
Color and opacity textures, along with reflection and normal mapping
Unit
8: Shader Programming
An introduction to programming vertex and pixel shaders
Unit
9: Interaction and Animation
How to select and make objects move.