Jarek Rossignac's lectures in
Geometric and Visual Computing (GVC)
offered in School of Interactive Computing, College of Computing at Georgia Tech

Classes taught
  • Understanding and Constructing Proofs (CS1050)
  • Computer Animation (CS4496)
  • Computer Graphics (CS3451)
  • Scientific Data Processing and Visualization (CS4550)
  • Foundations of Computer Graphics & Modeling (CS6491)
  • Visual Methods in Science and Engineering (CS6485)
  • 3D Complexity Techniques for Graphics, Modeling, and Animation (CS7491)
  • Computational Geometry (CS8113)

    Topics and lectures in shape processing
    Geometry: Points, Vectors, Trnasforms, Lines, Edges, Triangles, Circles, Planes, Spheres, Intersections
    Curves: Implicit, Parametric, Bezier, Polyloop, Normal, Curvature, Continuity, Smoothing, Subdivision, Surfaces
    Morphology: Distance, Discrepancy, Geodesics, Isolation, Rounding, Tightening
    Topology: Point sets, Set operators, Boundary representation, Manifolds, Connected Components, Genus, Containment
    Meshes: Triangle Meshes, Properties, Corner Table, Construction, Orientation, Traversals, Euler equation, Smoothing

    Topics and lectures in graphics
    GUI: Processing, Display loop, Actions, Camera control, Pose Editing, Scene graph, Patterns, Recursion
    Light: Physics, Propagation, Reflection, LightField acquisition and Image-Based Rendering
    Photorealism: Camera Model, Raycasting, BRDF, Shadows, Highlights, Raytracing, Radiosity
    Rasterization: Phong lighting, Perspective, Clipping, Interpolation, Texture Mapping, Graphics Pipeline
    NPR: Non-photorealistic rendering, Silhouettes, Hidden Lines, Hatching
    GPU: GPU architecture and APIs, Stencils, Shaders, Special effects

    Topics and lectures in animation
    Industry: History, Market, Production, Careers, Principles, Examples
    Path: Interpolating/approximating paths, Smoothing, Sampling, Reparameterization, Continuity and Jerk
    Keyframes: Poses, Interpolating motions, Bezier, Bi-arcs, Screws, SmoothingPolyscrew Motion
    Rendering: Animation, Blur, Illusions, Streaks, Exaggeration, Movie editing
    Warps: Image warps, Space warps, Constrained deformations, Twister/Bender
    Morphs: Image morphs, Cel Aniamtion, Meshes morphs, Parametric, Minkowski, Ball, RBF
    Faces: Morphing, caricatures, anatomy, expressions, MoCap, Rigging, Speech synthesis
    Dynamics: Inertia, Newton's law, Free-fall, Elastic collision
    Graphs: Relative motion, Dynamic regrouping, Move-Morph/Warp, Animation Graphs
    Mechanisms: Articulated bodies, Kinematics, Dynamics, Gate, Grasp, Sports, Dance
    MoCap: Motion capture, Calibration, Reconstruction, Fitting, Editing, Retargeting
    Springs: Spring/mass systems, Rigidity, Energy Minimization, Constraints, Hair, Cloth
    Shocks: Collision detection and prediction for balls, Elastic shock
    Fluids: Level-sets, Advection, Fluid Simulation, Particles, Membranes, Smoke, Splash, Bubbles

    Topics and lectures in Visualization
    Perception: Optical illusions, Use of color, Contrast, Curvature lines, Motion
    Grids: Scalar/vector fields, Structured and unstructured samples, Grids/meshes, Hierarchical models
    Filtering: Noise, Smoothing, Exaggeration, Local shape analysis, Color-coding
    Interpolation: Unstructured samples, Triangulation, Fitting, Filling-in
    VolVis: Volumetric visualization, Cross-sections, User-interaction, Hardware assist
    Isosurfaces: Iso-surfaces extraction, Topology, Components, Dual-contouring
    Comparison: Registration, Overlay, Map, Discrepancy, Average, Statistics
    Flow: Registration, Overlay, Map, Discrepancy, Average, Statistics
    nD: Higher-dimensional fields, Parallel Coordinates, Dimension reduction

    Topics and lectures in Complexity
    Compression: Prediction, Quantization, Entropy, Wavelets, Edgebreaker, Delphi
    Triangulation: Ball-rolling, Delaunay, Polygon, Corner Table construction, Triangle mesh streaming
    Healing: Triangle-soup, Shells, Pseudo-Manifolds, Hole-filling, Self-intersections, Self-trimming
    Multires: Simplification, Discrepancy measures, Adaptive Subdivision, Multireslution
    Remeshing: Resampling, PRM, SwingWrap, Sharpen&Bend, parameterization
    Segmentation: Cut, MAT, Pearling
    Acceleration: Vertex/Pixel costs, Triangle strips, Back-face culling, Frustum culling, LOD, Imposters
    Occlusion: Frustum Culling, Cell-to-cell visibility, Umbra
    Collision: Interference test, Collision prediction, Hierarchical bounds, Hardware acceleration
    Tets: Tetrahedra meshes, Representation, Generation, Compression, Visibility Order, Streaming
    CSG: Arrangements, BSP, CSG, Active Zones, Simplification, Blist and OBF, Constructive Solid Trimming on GPU

    Other GVC-related links
  • Processing: Installation, Examples, Applet posting
  • PhD qualifier exam in GVC